From 6c98fd6658fcf7c0c676ee88f03e364c852e9f1b Mon Sep 17 00:00:00 2001 From: RealBadAngel Date: Wed, 14 May 2014 23:19:31 +0200 Subject: [PATCH] Unite nodes shaders. Pass drawtype and material type to shaders. Move shaders generation to startup only. Allow assign shaders per tile. Initial code to support water surface shader. --- client/shaders/alpha_shader/base.txt | 1 - .../shaders/alpha_shader/opengl_vertex.glsl | 98 ------- client/shaders/leaves_shader/base.txt | 1 - .../leaves_shader/opengl_fragment.glsl | 100 ------- .../shaders/leaves_shader/opengl_vertex.glsl | 92 ------- client/shaders/liquids_shader/base.txt | 1 - .../liquids_shader/opengl_fragment.glsl | 95 ------- .../opengl_fragment.glsl | 22 +- .../opengl_vertex.glsl | 55 ++-- client/shaders/plants_shader/base.txt | 1 - .../plants_shader/opengl_fragment.glsl | 94 ------- .../shaders/plants_shader/opengl_vertex.glsl | 93 ------- client/shaders/solids_shader/base.txt | 1 - .../opengl_fragment.glsl | 28 +- .../opengl_vertex.glsl | 45 +++- src/client.cpp | 4 +- src/mapblock_mesh.cpp | 33 +-- src/nodedef.cpp | 24 +- src/nodedef.h | 5 +- src/shader.cpp | 249 +++++++++--------- src/shader.h | 28 +- src/tile.h | 38 +-- 22 files changed, 315 insertions(+), 793 deletions(-) delete mode 100644 client/shaders/alpha_shader/base.txt delete mode 100644 client/shaders/alpha_shader/opengl_vertex.glsl delete mode 100644 client/shaders/leaves_shader/base.txt delete mode 100644 client/shaders/leaves_shader/opengl_fragment.glsl delete mode 100644 client/shaders/leaves_shader/opengl_vertex.glsl delete mode 100644 client/shaders/liquids_shader/base.txt delete mode 100644 client/shaders/liquids_shader/opengl_fragment.glsl rename client/shaders/{solids_shader => nodes_shader}/opengl_fragment.glsl (82%) rename client/shaders/{liquids_shader => nodes_shader}/opengl_vertex.glsl (60%) delete mode 100644 client/shaders/plants_shader/base.txt delete mode 100644 client/shaders/plants_shader/opengl_fragment.glsl delete mode 100644 client/shaders/plants_shader/opengl_vertex.glsl delete mode 100644 client/shaders/solids_shader/base.txt rename client/shaders/{alpha_shader => water_surface_shader}/opengl_fragment.glsl (81%) rename client/shaders/{solids_shader => water_surface_shader}/opengl_vertex.glsl (60%) diff --git a/client/shaders/alpha_shader/base.txt b/client/shaders/alpha_shader/base.txt deleted file mode 100644 index 1c264711..00000000 --- a/client/shaders/alpha_shader/base.txt +++ /dev/null @@ -1 +0,0 @@ -trans_alphach diff --git a/client/shaders/alpha_shader/opengl_vertex.glsl b/client/shaders/alpha_shader/opengl_vertex.glsl deleted file mode 100644 index 356ba2eb..00000000 --- a/client/shaders/alpha_shader/opengl_vertex.glsl +++ /dev/null @@ -1,98 +0,0 @@ -uniform mat4 mWorldViewProj; -uniform mat4 mInvWorld; -uniform mat4 mTransWorld; -uniform mat4 mWorld; - -uniform float dayNightRatio; - -uniform vec3 eyePosition; - -varying vec3 vPosition; -varying vec3 worldPosition; - -varying vec3 eyeVec; -varying vec3 lightVec; - -varying vec3 tsEyeVec; -varying vec3 tsLightVec; - -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); - - vec3 normal, tangent, binormal; - normal = normalize(gl_NormalMatrix * gl_Normal); - if (gl_Normal.x > 0.5) { - // 1.0, 0.0, 0.0 - tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0)); - binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); - } else if (gl_Normal.x < -0.5) { - // -1.0, 0.0, 0.0 - tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); - binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); - } else if (gl_Normal.y > 0.5) { - // 0.0, 1.0, 0.0 - tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); - binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); - } else if (gl_Normal.y < -0.5) { - // 0.0, -1.0, 0.0 - tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); - binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0)); - } else if (gl_Normal.z > 0.5) { - // 0.0, 0.0, 1.0 - tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0)); - binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); - } else if (gl_Normal.z < -0.5) { - // 0.0, 0.0, -1.0 - tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0)); - binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0)); - } - mat3 tbnMatrix = mat3( tangent.x, binormal.x, normal.x, - tangent.y, binormal.y, normal.y, - tangent.z, binormal.z, normal.z); - - lightVec = sunPosition - worldPosition; - tsLightVec = lightVec * tbnMatrix; - eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; - tsEyeVec = eyeVec * tbnMatrix; - - vec4 color; - float day = gl_Color.r; - float night = gl_Color.g; - float light_source = gl_Color.b; - - float rg = mix(night, day, dayNightRatio); - rg += light_source * 2.5; // 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 = clamp(rg,0.0,1.0); - color.g = clamp(rg,0.0,1.0); - color.b = clamp(b,0.0,1.0); - - // Make sides and bottom darker than the top - color = color * color; // SRGB -> Linear - if(gl_Normal.y <= 0.5) - color *= 0.6; - color = sqrt(color); // Linear -> SRGB - color.a = gl_Color.a; - - gl_FrontColor = gl_BackColor = color; -} diff --git a/client/shaders/leaves_shader/base.txt b/client/shaders/leaves_shader/base.txt deleted file mode 100644 index 080df30d..00000000 --- a/client/shaders/leaves_shader/base.txt +++ /dev/null @@ -1 +0,0 @@ -trans_alphach_ref diff --git a/client/shaders/leaves_shader/opengl_fragment.glsl b/client/shaders/leaves_shader/opengl_fragment.glsl deleted file mode 100644 index 1db79807..00000000 --- a/client/shaders/leaves_shader/opengl_fragment.glsl +++ /dev/null @@ -1,100 +0,0 @@ -uniform sampler2D baseTexture; -uniform sampler2D normalTexture; -uniform sampler2D useNormalmap; - -uniform vec4 skyBgColor; -uniform float fogDistance; -uniform vec3 eyePosition; - -varying vec3 vPosition; -varying vec3 worldPosition; - -varying vec3 eyeVec; -varying vec3 lightVec; - -bool normalTexturePresent = false; - -const float e = 2.718281828459; - -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; - bump.xyz = normalize(bump.xyz * 2.0 -1.0); - bump.y = -bump.y; - return bump; -} - -void main (void) -{ - vec3 color; - vec4 bump; - vec2 uv = gl_TexCoord[0].st; - bool use_normalmap = false; - -#ifdef USE_NORMALMAPS - if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){ - normalTexturePresent = true; - } -#endif - -#ifdef USE_NORMALMAPS - if (normalTexturePresent){ - bump = get_normal_map(uv); - use_normalmap = true; - } -#endif - -#ifdef GENERATE_NORMALMAPS - if (use_normalmap == 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),0.5); - float diffuse = dot(E,bump.xyz); - color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; - } else { - color = base.rgb; - } -#else - color = base.rgb; -#endif - - vec4 col = vec4(color.rgb, base.a); - col = col * col; // SRGB -> Linear - col *= 1.8; - col.r = 1.0 - exp(1.0 - col.r) / e; - col.g = 1.0 - exp(1.0 - col.g) / e; - col.b = 1.0 - exp(1.0 - col.b) / e; - col = sqrt(col); // Linear -> SRGB - col *= gl_Color; - if(fogDistance != 0.0){ - float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); - col = mix(col, skyBgColor, d); - } - gl_FragColor = vec4(col.rgb, base.a); -} diff --git a/client/shaders/leaves_shader/opengl_vertex.glsl b/client/shaders/leaves_shader/opengl_vertex.glsl deleted file mode 100644 index 30ad00b8..00000000 --- a/client/shaders/leaves_shader/opengl_vertex.glsl +++ /dev/null @@ -1,92 +0,0 @@ -uniform mat4 mWorldViewProj; -uniform mat4 mInvWorld; -uniform mat4 mTransWorld; -uniform mat4 mWorld; - -uniform float dayNightRatio; -uniform float animationTimer; - -uniform vec3 eyePosition; - -varying vec3 vPosition; -varying vec3 worldPosition; - -varying vec3 eyeVec; -varying vec3 lightVec; - -const float BS = 10.0; - -#ifdef ENABLE_WAVING_LEAVES -float smoothCurve( float x ) { - return x * x *( 3.0 - 2.0 * x ); -} -float triangleWave( float x ) { - return abs( fract( x + 0.5 ) * 2.0 - 1.0 ); -} -float smoothTriangleWave( float x ) { - return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0; -} -#endif - -void main(void) -{ - gl_TexCoord[0] = gl_MultiTexCoord0; - -#ifdef ENABLE_WAVING_LEAVES - vec4 pos = gl_Vertex; - vec4 pos2 = mWorld*gl_Vertex; - pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4; - pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2; - pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4; - gl_Position = mWorldViewProj * pos; -#else - gl_Position = mWorldViewProj * gl_Vertex; -#endif - - 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; - - 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 * 2.5; // 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 = clamp(rg,0.0,1.0); - color.g = clamp(rg,0.0,1.0); - color.b = clamp(b,0.0,1.0); - - // Make sides and bottom darker than the top - color = color * color; // SRGB -> Linear - if(gl_Normal.y <= 0.5) - color *= 0.6; - color = sqrt(color); // Linear -> SRGB - color.a = gl_Color.a; - - gl_FrontColor = gl_BackColor = color; -} diff --git a/client/shaders/liquids_shader/base.txt b/client/shaders/liquids_shader/base.txt deleted file mode 100644 index 1c264711..00000000 --- a/client/shaders/liquids_shader/base.txt +++ /dev/null @@ -1 +0,0 @@ -trans_alphach diff --git a/client/shaders/liquids_shader/opengl_fragment.glsl b/client/shaders/liquids_shader/opengl_fragment.glsl deleted file mode 100644 index 5bc932ad..00000000 --- a/client/shaders/liquids_shader/opengl_fragment.glsl +++ /dev/null @@ -1,95 +0,0 @@ -uniform sampler2D baseTexture; -uniform sampler2D normalTexture; -uniform sampler2D useNormalmap; - -uniform vec4 skyBgColor; -uniform float fogDistance; -uniform vec3 eyePosition; - -varying vec3 vPosition; -varying vec3 worldPosition; - -varying vec3 eyeVec; -varying vec3 tsEyeVec; -varying vec3 lightVec; -varying vec3 tsLightVec; - -const float e = 2.718281828459; - -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; - bump.xyz = normalize(bump.xyz * 2.0 -1.0); - bump.y = -bump.y; - return bump; -} - -void main (void) -{ - vec3 color; - vec4 bump; - vec2 uv = gl_TexCoord[0].st; - bool use_normalmap = false; - -#ifdef USE_NORMALMAPS - if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){ - bump = get_normal_map(uv); - use_normalmap = true; - } -#endif - -#ifdef GENERATE_NORMALMAPS - if (use_normalmap == 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),0.5); - float diffuse = dot(E,bump.xyz); - color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; - } else { - color = base.rgb; - } -#else - color = base.rgb; -#endif - - float alpha = gl_Color.a; - vec4 col = vec4(color.rgb, alpha); - col = col * col; // SRGB -> Linear - col *= 1.8; - col.r = 1.0 - exp(1.0 - col.r) / e; - col.g = 1.0 - exp(1.0 - col.g) / e; - col.b = 1.0 - exp(1.0 - col.b) / e; - col = sqrt(col); // Linear -> SRGB - col *= gl_Color; - if(fogDistance != 0.0){ - float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); - alpha = mix(alpha, 0.0, d); - } - gl_FragColor = vec4(col.rgb, alpha); -} diff --git a/client/shaders/solids_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl similarity index 82% rename from client/shaders/solids_shader/opengl_fragment.glsl rename to client/shaders/nodes_shader/opengl_fragment.glsl index 6370bf50..351faf81 100644 --- a/client/shaders/solids_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -17,6 +17,7 @@ varying vec3 tsLightVec; bool normalTexturePresent = false; const float e = 2.718281828459; +const float BS = 10.0; float intensity (vec3 color){ return (color.r + color.g + color.b) / 3.0; @@ -94,17 +95,34 @@ vec4 base = texture2D(baseTexture, uv).rgba; color = base.rgb; #endif - vec4 col = vec4(color.rgb, base.a); +#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE + float alpha = gl_Color.a; + vec4 col = vec4(color.rgb, alpha); + col *= gl_Color; col = col * col; // SRGB -> Linear col *= 1.8; col.r = 1.0 - exp(1.0 - col.r) / e; col.g = 1.0 - exp(1.0 - col.g) / e; col.b = 1.0 - exp(1.0 - col.b) / e; col = sqrt(col); // Linear -> SRGB + if(fogDistance != 0.0){ + float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); + alpha = mix(alpha, 0.0, d); + } + gl_FragColor = vec4(col.rgb, alpha); +#else + vec4 col = vec4(color.rgb, base.a); col *= gl_Color; + col = col * col; // SRGB -> Linear + col *= 1.8; + col.r = 1.0 - exp(1.0 - col.r) / e; + col.g = 1.0 - exp(1.0 - col.g) / e; + col.b = 1.0 - exp(1.0 - col.b) / e; + col = sqrt(col); // Linear -> SRGB if(fogDistance != 0.0){ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); col = mix(col, skyBgColor, d); } - gl_FragColor = vec4(col.rgb, base.a); + gl_FragColor = vec4(col.rgb, base.a); +#endif } diff --git a/client/shaders/liquids_shader/opengl_vertex.glsl b/client/shaders/nodes_shader/opengl_vertex.glsl similarity index 60% rename from client/shaders/liquids_shader/opengl_vertex.glsl rename to client/shaders/nodes_shader/opengl_vertex.glsl index 9d64ce4e..b09d0377 100644 --- a/client/shaders/liquids_shader/opengl_vertex.glsl +++ b/client/shaders/nodes_shader/opengl_vertex.glsl @@ -4,37 +4,60 @@ uniform mat4 mTransWorld; uniform mat4 mWorld; uniform float dayNightRatio; -uniform float animationTimer; - 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; +float smoothCurve( float x ) { + return x * x *( 3.0 - 2.0 * x ); +} +float triangleWave( float x ) { + return abs( fract( x + 0.5 ) * 2.0 - 1.0 ); +} +float smoothTriangleWave( float x ) { + return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0; +} + void main(void) { - gl_TexCoord[0] = gl_MultiTexCoord0; - -#ifdef ENABLE_WAVING_WATER - vec4 pos2 = gl_Vertex; - pos2.y -= 2.0; - pos2.y -= sin (pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT - + sin ((pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT; - gl_Position = mWorldViewProj * pos2; - vPosition = gl_Position.xyz; + gl_TexCoord[0] = gl_MultiTexCoord0; + +#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER + vec4 pos = gl_Vertex; + pos.y -= 2.0; + pos.y -= sin (pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT + + sin ((pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT; + gl_Position = mWorldViewProj * pos; +#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES + vec4 pos = gl_Vertex; + vec4 pos2 = mWorld * gl_Vertex; + pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4; + pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2; + pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4; + gl_Position = mWorldViewProj * pos; +#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS + vec4 pos = gl_Vertex; + vec4 pos2 = mWorld * gl_Vertex; + if (gl_TexCoord[0].y < 0.05) { + pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8; + pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4; + } + gl_Position = mWorldViewProj * pos; #else gl_Position = mWorldViewProj * gl_Vertex; - vPosition = gl_Position.xyz; #endif + vPosition = gl_Position.xyz; worldPosition = (mWorld * gl_Vertex).xyz; vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); @@ -85,7 +108,7 @@ void main(void) // Moonlight is blue b += (day - night) / 13.0; - rg -= (day - night) / 13.0; + rg -= (day - night) / 23.0; // Emphase blue a bit in darker places // See C++ implementation in mapblock_mesh.cpp finalColorBlend() @@ -99,12 +122,14 @@ void main(void) color.g = clamp(rg,0.0,1.0); color.b = clamp(b,0.0,1.0); +#if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) // Make sides and bottom darker than the top color = color * color; // SRGB -> Linear if(gl_Normal.y <= 0.5) color *= 0.6; color = sqrt(color); // Linear -> SRGB - color.a = gl_Color.a; +#endif + color.a = gl_Color.a; gl_FrontColor = gl_BackColor = color; } diff --git a/client/shaders/plants_shader/base.txt b/client/shaders/plants_shader/base.txt deleted file mode 100644 index 080df30d..00000000 --- a/client/shaders/plants_shader/base.txt +++ /dev/null @@ -1 +0,0 @@ -trans_alphach_ref diff --git a/client/shaders/plants_shader/opengl_fragment.glsl b/client/shaders/plants_shader/opengl_fragment.glsl deleted file mode 100644 index 817530a8..00000000 --- a/client/shaders/plants_shader/opengl_fragment.glsl +++ /dev/null @@ -1,94 +0,0 @@ -uniform sampler2D baseTexture; -uniform sampler2D normalTexture; -uniform sampler2D useNormalmap; - -uniform vec4 skyBgColor; -uniform float fogDistance; -uniform vec3 eyePosition; - -varying vec3 vPosition; -varying vec3 worldPosition; - -varying vec3 eyeVec; -varying vec3 lightVec; - -bool normalTexturePresent = false; - -const float e = 2.718281828459; - -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; - bump.xyz = normalize(bump.xyz * 2.0 -1.0); - bump.y = -bump.y; - return bump; -} - -void main (void) -{ - vec3 color; - vec4 bump; - vec2 uv = gl_TexCoord[0].st; - bool use_normalmap = false; - -#ifdef USE_NORMALMAPS - if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){ - bump = get_normal_map(uv); - use_normalmap = true; - } -#endif - -#ifdef GENERATE_NORMALMAPS - if (use_normalmap == 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),0.5); - float diffuse = dot(E,bump.xyz); - color = 0.05*base.rgb + diffuse*base.rgb + 0.2*specular*base.rgb; - } else { - color = base.rgb; - } -#else - color = base.rgb; -#endif - - vec4 col = vec4(color.rgb, base.a); - col = col * col; // SRGB -> Linear - col *= 1.8; - col.r = 1.0 - exp(1.0 - col.r) / e; - col.g = 1.0 - exp(1.0 - col.g) / e; - col.b = 1.0 - exp(1.0 - col.b) / e; - col = sqrt(col); // Linear -> SRGB - col *= gl_Color; - if(fogDistance != 0.0){ - float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); - col = mix(col, skyBgColor, d); - } - gl_FragColor = vec4(col.rgb, base.a); -} diff --git a/client/shaders/plants_shader/opengl_vertex.glsl b/client/shaders/plants_shader/opengl_vertex.glsl deleted file mode 100644 index a95c2024..00000000 --- a/client/shaders/plants_shader/opengl_vertex.glsl +++ /dev/null @@ -1,93 +0,0 @@ -uniform mat4 mWorldViewProj; -uniform mat4 mInvWorld; -uniform mat4 mTransWorld; -uniform mat4 mWorld; - -uniform float dayNightRatio; -uniform float animationTimer; - -uniform vec3 eyePosition; - -varying vec3 vPosition; -varying vec3 worldPosition; - -varying vec3 eyeVec; -varying vec3 lightVec; - -const float BS = 10.0; - -#ifdef ENABLE_WAVING_PLANTS -float smoothCurve( float x ) { - return x * x *( 3.0 - 2.0 * x ); -} -float triangleWave( float x ) { - return abs( fract( x + 0.5 ) * 2.0 - 1.0 ); -} -float smoothTriangleWave( float x ) { - return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0; -} -#endif - -void main(void) -{ - gl_TexCoord[0] = gl_MultiTexCoord0; - -#ifdef ENABLE_WAVING_PLANTS - vec4 pos = gl_Vertex; - vec4 pos2 = mWorld * gl_Vertex; - if (gl_TexCoord[0].y < 0.05) { - pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8; - pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4; - } - gl_Position = mWorldViewProj * pos; -#else - gl_Position = mWorldViewProj * gl_Vertex; -#endif - - 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; - - 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 * 2.5; // 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 = clamp(rg,0.0,1.0); - color.g = clamp(rg,0.0,1.0); - color.b = clamp(b,0.0,1.0); - - // Make sides and bottom darker than the top - color = color * color; // SRGB -> Linear - if(gl_Normal.y <= 0.5) - color *= 0.6; - color = sqrt(color); // Linear -> SRGB - color.a = gl_Color.a; - - gl_FrontColor = gl_BackColor = color; -} diff --git a/client/shaders/solids_shader/base.txt b/client/shaders/solids_shader/base.txt deleted file mode 100644 index 080df30d..00000000 --- a/client/shaders/solids_shader/base.txt +++ /dev/null @@ -1 +0,0 @@ -trans_alphach_ref diff --git a/client/shaders/alpha_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl similarity index 81% rename from client/shaders/alpha_shader/opengl_fragment.glsl rename to client/shaders/water_surface_shader/opengl_fragment.glsl index 4359a8c8..351faf81 100644 --- a/client/shaders/alpha_shader/opengl_fragment.glsl +++ b/client/shaders/water_surface_shader/opengl_fragment.glsl @@ -14,10 +14,11 @@ varying vec3 tsEyeVec; varying vec3 lightVec; varying vec3 tsLightVec; -bool normalTexturePresent = false; +bool normalTexturePresent = false; const float e = 2.718281828459; - +const float BS = 10.0; + float intensity (vec3 color){ return (color.r + color.g + color.b) / 3.0; } @@ -39,7 +40,7 @@ void main (void) vec4 bump; vec2 uv = gl_TexCoord[0].st; bool use_normalmap = false; - + #ifdef USE_NORMALMAPS if (texture2D(useNormalmap,vec2(1.0,1.0)).r > 0.0){ normalTexturePresent = true; @@ -94,17 +95,34 @@ vec4 base = texture2D(baseTexture, uv).rgba; color = base.rgb; #endif - vec4 col = vec4(color.rgb, base.a); +#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE + float alpha = gl_Color.a; + vec4 col = vec4(color.rgb, alpha); + col *= gl_Color; col = col * col; // SRGB -> Linear col *= 1.8; col.r = 1.0 - exp(1.0 - col.r) / e; col.g = 1.0 - exp(1.0 - col.g) / e; col.b = 1.0 - exp(1.0 - col.b) / e; col = sqrt(col); // Linear -> SRGB + if(fogDistance != 0.0){ + float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); + alpha = mix(alpha, 0.0, d); + } + gl_FragColor = vec4(col.rgb, alpha); +#else + vec4 col = vec4(color.rgb, base.a); col *= gl_Color; + col = col * col; // SRGB -> Linear + col *= 1.8; + col.r = 1.0 - exp(1.0 - col.r) / e; + col.g = 1.0 - exp(1.0 - col.g) / e; + col.b = 1.0 - exp(1.0 - col.b) / e; + col = sqrt(col); // Linear -> SRGB if(fogDistance != 0.0){ float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0)); col = mix(col, skyBgColor, d); } - gl_FragColor = vec4(col.rgb, base.a); + gl_FragColor = vec4(col.rgb, base.a); +#endif } diff --git a/client/shaders/solids_shader/opengl_vertex.glsl b/client/shaders/water_surface_shader/opengl_vertex.glsl similarity index 60% rename from client/shaders/solids_shader/opengl_vertex.glsl rename to client/shaders/water_surface_shader/opengl_vertex.glsl index 356ba2eb..b09d0377 100644 --- a/client/shaders/solids_shader/opengl_vertex.glsl +++ b/client/shaders/water_surface_shader/opengl_vertex.glsl @@ -4,24 +4,59 @@ uniform mat4 mTransWorld; uniform mat4 mWorld; uniform float dayNightRatio; - 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; +float smoothCurve( float x ) { + return x * x *( 3.0 - 2.0 * x ); +} +float triangleWave( float x ) { + return abs( fract( x + 0.5 ) * 2.0 - 1.0 ); +} +float smoothTriangleWave( float x ) { + return smoothCurve( triangleWave( x ) ) * 2.0 - 1.0; +} + void main(void) { gl_TexCoord[0] = gl_MultiTexCoord0; + +#if (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) && ENABLE_WAVING_WATER + vec4 pos = gl_Vertex; + pos.y -= 2.0; + pos.y -= sin (pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT + + sin ((pos.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT; + gl_Position = mWorldViewProj * pos; +#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES + vec4 pos = gl_Vertex; + vec4 pos2 = mWorld * gl_Vertex; + pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4; + pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2; + pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4; + gl_Position = mWorldViewProj * pos; +#elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS + vec4 pos = gl_Vertex; + vec4 pos2 = mWorld * gl_Vertex; + if (gl_TexCoord[0].y < 0.05) { + pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8; + pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4; + } + gl_Position = mWorldViewProj * pos; +#else gl_Position = mWorldViewProj * gl_Vertex; +#endif + vPosition = gl_Position.xyz; worldPosition = (mWorld * gl_Vertex).xyz; vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); @@ -73,7 +108,7 @@ void main(void) // Moonlight is blue b += (day - night) / 13.0; - rg -= (day - night) / 13.0; + rg -= (day - night) / 23.0; // Emphase blue a bit in darker places // See C++ implementation in mapblock_mesh.cpp finalColorBlend() @@ -87,12 +122,14 @@ void main(void) color.g = clamp(rg,0.0,1.0); color.b = clamp(b,0.0,1.0); +#if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE) // Make sides and bottom darker than the top color = color * color; // SRGB -> Linear if(gl_Normal.y <= 0.5) color *= 0.6; color = sqrt(color); // Linear -> SRGB - color.a = gl_Color.a; +#endif + color.a = gl_Color.a; gl_FrontColor = gl_BackColor = color; } diff --git a/src/client.cpp b/src/client.cpp index 5f3c3f59..8b89dd63 100644 --- a/src/client.cpp +++ b/src/client.cpp @@ -2670,9 +2670,9 @@ void Client::afterContentReceived(IrrlichtDevice *device, gui::IGUIFont* font) infostream<<"- Updating node aliases"<updateAliases(m_itemdef); - // Update node textures + // Update node textures and assign shaders to each tile infostream<<"- Updating node textures"<updateTextures(m_tsrc); + m_nodedef->updateTextures(m_tsrc, m_shsrc); // Preload item textures and meshes if configured to if(g_settings->getBool("preload_item_visuals")) diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index 73f69c24..bf62fe8b 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -1106,24 +1106,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): /* Convert MeshCollector to SMesh */ + ITextureSource *tsrc = m_gamedef->tsrc(); + IShaderSource *shdrsrc = m_gamedef->getShaderSource(); + bool enable_shaders = g_settings->getBool("enable_shaders"); bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping"); bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion"); - video::E_MATERIAL_TYPE shadermat1, shadermat2, shadermat3, - shadermat4, shadermat5; - shadermat1 = shadermat2 = shadermat3 = shadermat4 = shadermat5 = - video::EMT_SOLID; - - if (enable_shaders) { - IShaderSource *shdrsrc = m_gamedef->getShaderSource(); - shadermat1 = shdrsrc->getShader("solids_shader").material; - shadermat2 = shdrsrc->getShader("liquids_shader").material; - shadermat3 = shdrsrc->getShader("alpha_shader").material; - shadermat4 = shdrsrc->getShader("leaves_shader").material; - shadermat5 = shdrsrc->getShader("plants_shader").material; - } - for(u32 i = 0; i < collector.prebuffers.size(); i++) { PreMeshBuffer &p = collector.prebuffers[i]; @@ -1135,7 +1124,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): // - Cracks if(p.tile.material_flags & MATERIAL_FLAG_CRACK) { - ITextureSource *tsrc = data->m_gamedef->tsrc(); // Find the texture name plus ^[crack:N: std::ostringstream os(std::ios::binary); os<getTextureName(p.tile.texture_id)<<"^[crack"; @@ -1151,7 +1139,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): // - Texture animation if(p.tile.material_flags & MATERIAL_FLAG_ANIMATION_VERTICAL_FRAMES) { - ITextureSource *tsrc = data->m_gamedef->tsrc(); // Add to MapBlockMesh in order to animate these tiles m_animation_tiles[i] = p.tile; m_animation_frames[i] = 0; @@ -1206,7 +1193,8 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): material.setTexture(0, p.tile.texture); if (enable_shaders) { - ITextureSource *tsrc = data->m_gamedef->tsrc(); + material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material; + p.tile.applyMaterialOptionsWithShaders(material); material.setTexture(2, tsrc->getTexture("disable_img.png")); if (enable_bumpmapping || enable_parallax_occlusion) { if (tsrc->isKnownSourceImage("override_normal.png")){ @@ -1230,8 +1218,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): } } } - p.tile.applyMaterialOptionsWithShaders(material, - shadermat1, shadermat2, shadermat3, shadermat4, shadermat5); } else { p.tile.applyMaterialOptions(material); } @@ -1360,6 +1346,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first); ITextureSource *tsrc = m_gamedef->getTextureSource(); + IShaderSource *shdrsrc = m_gamedef->getShaderSource(); // Create new texture name from original std::ostringstream os(std::ios::binary); @@ -1367,9 +1354,10 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat os<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<getMaterial().setTexture(0, tsrc->getTexture(os.str())); - buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png")); - if (enable_shaders && (enable_bumpmapping || enable_parallax_occlusion)) - { + if (enable_shaders){ + buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png")); + buf->getMaterial().MaterialType = shdrsrc->getShaderInfo(tile.shader_id).material; + if (enable_bumpmapping || enable_parallax_occlusion){ if (tsrc->isKnownSourceImage("override_normal.png")){ buf->getMaterial().setTexture(1, tsrc->getTexture("override_normal.png")); buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png")); @@ -1388,6 +1376,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat } } } + } } // Day-night transition diff --git a/src/nodedef.cpp b/src/nodedef.cpp index 2b6de046..d009a952 100644 --- a/src/nodedef.cpp +++ b/src/nodedef.cpp @@ -597,7 +597,8 @@ public: } } } - virtual void updateTextures(ITextureSource *tsrc) + virtual void updateTextures(ITextureSource *tsrc, + IShaderSource *shdsrc) { #ifndef SERVER infostream<<"CNodeDefManager::updateTextures(): Updating " @@ -621,6 +622,8 @@ public: } bool is_liquid = false; + bool is_water_surface = false; + u8 material_type; material_type = (f->alpha == 255) ? TILE_MATERIAL_BASIC : TILE_MATERIAL_ALPHA; @@ -676,13 +679,13 @@ public: } } if (f->waving == 1) - material_type = TILE_MATERIAL_LEAVES; + material_type = TILE_MATERIAL_WAVING_LEAVES; break; case NDT_PLANTLIKE: f->solidness = 0; f->backface_culling = false; if (f->waving == 1) - material_type = TILE_MATERIAL_PLANTS; + material_type = TILE_MATERIAL_WAVING_PLANTS; break; case NDT_TORCHLIKE: case NDT_SIGNLIKE: @@ -693,11 +696,22 @@ public: break; } - if (is_liquid) + if (is_liquid){ material_type = (f->alpha == 255) ? TILE_MATERIAL_LIQUID_OPAQUE : TILE_MATERIAL_LIQUID_TRANSPARENT; + if (f->name == "default:water_source") + is_water_surface = true; + } + u32 tile_shader[6]; + for(u16 j=0; j<6; j++) + tile_shader[j] = shdsrc->getShader("nodes_shader",material_type, f->drawtype); + + if (is_water_surface) + tile_shader[0] = shdsrc->getShader("water_surface_shader",material_type, f->drawtype); // Tiles (fill in f->tiles[]) for(u16 j=0; j<6; j++){ + // Shader + f->tiles[j].shader_id = tile_shader[j]; // Texture f->tiles[j].texture = tsrc->getTexture( tiledef[j].name, @@ -740,6 +754,8 @@ public: } // Special tiles (fill in f->special_tiles[]) for(u16 j=0; jspecial_tiles[j].shader_id = tile_shader[j]; // Texture f->special_tiles[j].texture = tsrc->getTexture( f->tiledef_special[j].name, diff --git a/src/nodedef.h b/src/nodedef.h index d4cd66f8..6845e237 100644 --- a/src/nodedef.h +++ b/src/nodedef.h @@ -28,6 +28,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "mapnode.h" #ifndef SERVER #include "tile.h" +#include "shader.h" #endif #include "itemgroup.h" #include "sound.h" // SimpleSoundSpec @@ -35,6 +36,7 @@ with this program; if not, write to the Free Software Foundation, Inc., class IItemDefManager; class ITextureSource; +class IShaderSource; class IGameDef; typedef std::list > GroupItems; @@ -323,7 +325,8 @@ public: /* Update tile textures to latest return values of TextueSource. */ - virtual void updateTextures(ITextureSource *tsrc)=0; + virtual void updateTextures(ITextureSource *tsrc, + IShaderSource *shdsrc)=0; virtual void serialize(std::ostream &os, u16 protocol_version)=0; virtual void deSerialize(std::istream &is)=0; diff --git a/src/shader.cpp b/src/shader.cpp index 4013add6..f855a7fe 100644 --- a/src/shader.cpp +++ b/src/shader.cpp @@ -36,6 +36,7 @@ with this program; if not, write to the Free Software Foundation, Inc., #include "log.h" #include "gamedef.h" #include "strfnd.h" // trim() +#include "tile.h" /* A cache from shader name to shader path @@ -210,7 +211,8 @@ public: class MainShaderConstantSetter : public IShaderConstantSetter { public: - MainShaderConstantSetter(IrrlichtDevice *device) + MainShaderConstantSetter(IrrlichtDevice *device): + m_device(device) {} ~MainShaderConstantSetter() {} @@ -254,6 +256,9 @@ public: services->setVertexShaderConstant(world.pointer(), 8, 4); } + +private: + IrrlichtDevice *m_device; }; /* @@ -266,13 +271,6 @@ public: ShaderSource(IrrlichtDevice *device); ~ShaderSource(); - /* - Gets a shader material id from cache or - - if main thread, from getShaderIdDirect - - if other thread, adds to request queue and waits for main thread - */ - u32 getShaderId(const std::string &name); - /* - If shader material specified by name is found from cache, return the cached id. @@ -280,26 +278,23 @@ public: The id 0 points to a null shader. Its material is EMT_SOLID. */ - u32 getShaderIdDirect(const std::string &name); - - // Finds out the name of a cached shader. - std::string getShaderName(u32 id); + u32 getShaderIdDirect(const std::string &name, + const u8 material_type, const u8 drawtype); /* If shader specified by the name pointed by the id doesn't - exist, create it, then return the cached shader. + exist, create it, then return id. Can be called from any thread. If called from some other thread and not found in cache, the call is queued to the main thread for processing. */ - ShaderInfo getShader(u32 id); - - ShaderInfo getShader(const std::string &name) - { - return getShader(getShaderId(name)); - } - + + u32 getShader(const std::string &name, + const u8 material_type, const u8 drawtype); + + ShaderInfo getShaderInfo(u32 id); + // Processes queued shader requests from other threads. // Shall be called from the main thread. void processQueue(); @@ -337,9 +332,7 @@ private: // A shader id is index in this array. // The first position contains a dummy shader. std::vector m_shaderinfo_cache; - // Maps a shader name to an index in the former. - std::map m_name_to_id; - // The two former containers are behind this mutex + // The former container is behind this mutex JMutex m_shaderinfo_cache_mutex; // Queued shader fetches (to be processed by the main thread) @@ -358,7 +351,9 @@ IWritableShaderSource* createShaderSource(IrrlichtDevice *device) /* Generate shader given the shader name. */ -ShaderInfo generate_shader(std::string name, IrrlichtDevice *device, +ShaderInfo generate_shader(std::string name, + u8 material_type, u8 drawtype, + IrrlichtDevice *device, video::IShaderConstantSetCallBack *callback, SourceShaderCache *sourcecache); @@ -381,7 +376,6 @@ ShaderSource::ShaderSource(IrrlichtDevice *device): // Add a dummy ShaderInfo as the first index, named "" m_shaderinfo_cache.push_back(ShaderInfo()); - m_name_to_id[""] = 0; // Add main global constant setter addGlobalConstantSetter(new MainShaderConstantSetter(device)); @@ -398,28 +392,17 @@ ShaderSource::~ShaderSource() m_global_setters.clear(); } -u32 ShaderSource::getShaderId(const std::string &name) +u32 ShaderSource::getShader(const std::string &name, + const u8 material_type, const u8 drawtype) { - //infostream<<"getShaderId(): \""<::iterator n; - n = m_name_to_id.find(name); - if(n != m_name_to_id.end()) - return n->second; - } - /* Get shader */ + if(get_current_thread_id() == m_main_thread){ - return getShaderIdDirect(name); + return getShaderIdDirect(name, material_type, drawtype); } else { - /*errorstream<<"getShaderId(): Queued: name=\""<name == name && info->material_type == material_type && + info->drawtype == drawtype) + return i; + } + /* Calling only allowed from main thread */ @@ -472,25 +464,7 @@ u32 ShaderSource::getShaderIdDirect(const std::string &name) return 0; } - /* - See if shader already exists - */ - { - JMutexAutoLock lock(m_shaderinfo_cache_mutex); - - std::map::iterator n; - n = m_name_to_id.find(name); - if(n != m_name_to_id.end()){ - /*infostream<<"getShaderIdDirect(): \""<second; - } - } - - /*infostream<<"getShaderIdDirect(): \""<= m_shaderinfo_cache.size()){ - errorstream<<"ShaderSource::getShaderName(): id="<= m_shaderinfo_cache.size()=" - < - request = m_get_shader_queue.pop(); + - /**errorstream<<"ShaderSource::processQueue(): " - <<"got shader request with " - <<"name=\""<name != ""){ - *info = generate_shader(info->name, m_device, - m_shader_callback, &m_sourcecache); + *info = generate_shader(info->name, info->material_type, + info->drawtype, m_device, m_shader_callback, &m_sourcecache); } } } @@ -597,29 +544,36 @@ void ShaderSource::onSetConstants(video::IMaterialRendererServices *services, } } -ShaderInfo generate_shader(std::string name, IrrlichtDevice *device, - video::IShaderConstantSetCallBack *callback, +ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype, + IrrlichtDevice *device, video::IShaderConstantSetCallBack *callback, SourceShaderCache *sourcecache) { - /*infostream<<"generate_shader(): " - "\""<getOrLoad(name, "base.txt")); - for(s32 i = 0; video::sBuiltInMaterialTypeNames[i] != 0; i++){ - if(video::sBuiltInMaterialTypeNames[i] == base_material_name){ - shaderinfo.material = (video::E_MATERIAL_TYPE) i; + switch(material_type){ + case TILE_MATERIAL_BASIC: + shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; break; - } + case TILE_MATERIAL_ALPHA: + shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL; + break; + case TILE_MATERIAL_LIQUID_TRANSPARENT: + shaderinfo.base_material = video::EMT_TRANSPARENT_VERTEX_ALPHA; + break; + case TILE_MATERIAL_LIQUID_OPAQUE: + shaderinfo.base_material = video::EMT_SOLID; + break; + case TILE_MATERIAL_WAVING_LEAVES: + shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; + break; + case TILE_MATERIAL_WAVING_PLANTS: + shaderinfo.base_material = video::EMT_TRANSPARENT_ALPHA_CHANNEL_REF; + break; } - + bool enable_shaders = g_settings->getBool("enable_shaders"); if(!enable_shaders) return shaderinfo; @@ -645,7 +599,6 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device, load_shaders(name, sourcecache, driver->getDriverType(), enable_shaders, vertex_program, pixel_program, geometry_program, is_highlevel); - // Check hardware/driver support if(vertex_program != "" && !driver->queryFeature(video::EVDF_VERTEX_SHADER_1_1) && @@ -678,6 +631,55 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device, // Create shaders header std::string shaders_header = "#version 120\n"; + static const char* drawTypes[] = { + "NDT_NORMAL", + "NDT_AIRLIKE", + "NDT_LIQUID", + "NDT_FLOWINGLIQUID", + "NDT_GLASSLIKE", + "NDT_ALLFACES", + "NDT_ALLFACES_OPTIONAL", + "NDT_TORCHLIKE", + "NDT_SIGNLIKE", + "NDT_PLANTLIKE", + "NDT_FENCELIKE", + "NDT_RAILLIKE", + "NDT_NODEBOX", + "NDT_GLASSLIKE_FRAMED" + }; + + for (int i = 0; i < 14; i++){ + shaders_header += "#define "; + shaders_header += drawTypes[i]; + shaders_header += " "; + shaders_header += itos(i); + shaders_header += "\n"; + } + + static const char* materialTypes[] = { + "TILE_MATERIAL_BASIC", + "TILE_MATERIAL_ALPHA", + "TILE_MATERIAL_LIQUID_TRANSPARENT", + "TILE_MATERIAL_LIQUID_OPAQUE", + "TILE_MATERIAL_WAVING_LEAVES", + "TILE_MATERIAL_WAVING_PLANTS" + }; + + for (int i = 0; i < 6; i++){ + shaders_header += "#define "; + shaders_header += materialTypes[i]; + shaders_header += " "; + shaders_header += itos(i); + shaders_header += "\n"; + } + + shaders_header += "#define MATERIAL_TYPE "; + shaders_header += itos(material_type); + shaders_header += "\n"; + shaders_header += "#define DRAW_TYPE "; + shaders_header += itos(drawtype); + shaders_header += "\n"; + if (g_settings->getBool("generate_normalmaps")){ shaders_header += "#define GENERATE_NORMALMAPS\n"; shaders_header += "#define NORMALMAPS_STRENGTH "; @@ -721,7 +723,7 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device, shaders_header += "#define USE_NORMALMAPS\n"; if (g_settings->getBool("enable_waving_water")){ - shaders_header += "#define ENABLE_WAVING_WATER\n"; + shaders_header += "#define ENABLE_WAVING_WATER 1\n"; shaders_header += "#define WATER_WAVE_HEIGHT "; shaders_header += ftos(g_settings->getFloat("water_wave_height")); shaders_header += "\n"; @@ -731,13 +733,21 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device, shaders_header += "#define WATER_WAVE_SPEED "; shaders_header += ftos(g_settings->getFloat("water_wave_speed")); shaders_header += "\n"; + } else{ + shaders_header += "#define ENABLE_WAVING_WATER 0\n"; } + shaders_header += "#define ENABLE_WAVING_LEAVES "; if (g_settings->getBool("enable_waving_leaves")) - shaders_header += "#define ENABLE_WAVING_LEAVES\n"; + shaders_header += "1\n"; + else + shaders_header += "0\n"; + shaders_header += "#define ENABLE_WAVING_PLANTS "; if (g_settings->getBool("enable_waving_plants")) - shaders_header += "#define ENABLE_WAVING_PLANTS\n"; + shaders_header += "1\n"; + else + shaders_header += "0\n"; if(pixel_program != "") pixel_program = shaders_header + pixel_program; @@ -772,11 +782,10 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device, scene::EPT_TRIANGLES, // Geometry shader input scene::EPT_TRIANGLE_STRIP, // Geometry shader output 0, // Support maximum number of vertices - callback, // Set-constant callback - shaderinfo.material, // Base material - 1 // Userdata passed to callback + callback, // Set-constant callback + shaderinfo.base_material, // Base material + 1 // Userdata passed to callback ); - if(shadermat == -1){ errorstream<<"generate_shader(): " "failed to generate \""<