Shaders fixes and cleanup relief mapping code.

master
RealBadAngel 2015-07-02 21:36:45 +02:00
parent 75d2cfef5c
commit 8a85e5e58d
3 changed files with 33 additions and 45 deletions

View File

@ -39,37 +39,21 @@ vec4 get_normal_map(vec2 uv)
float find_intersection(vec2 dp, vec2 ds) float find_intersection(vec2 dp, vec2 ds)
{ {
const int linear_steps = 10; const float depth_step = 1.0 / 24.0;
const int binary_steps = 5;
const float depth_step = 1.0 / linear_steps;
float size = depth_step;
float depth = 1.0; float depth = 1.0;
float best_depth = 1.0; for (int i = 0 ; i < 24 ; i++) {
for (int i = 0 ; i < linear_steps - 1 ; ++i) { float h = texture2D(normalTexture, dp + ds * depth).a;
vec4 t = texture2D(normalTexture, dp + ds * depth); if (h >= depth)
if (best_depth > 0.05) break;
if (depth >= t.a) depth -= depth_step;
best_depth = depth;
depth -= size;
} }
depth = best_depth - size; return depth;
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;
} }
float find_intersectionRGB(vec2 dp, vec2 ds) { float find_intersectionRGB(vec2 dp, vec2 ds) {
const float iterations = 24.0; const float depth_step = 1.0 / 24.0;
const float depth_step = 1.0 / iterations;
float depth = 1.0; 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); float h = get_rgb_height(dp + ds * depth);
if (h >= depth) if (h >= depth)
break; break;
@ -85,40 +69,41 @@ void main (void)
vec2 uv = gl_TexCoord[0].st; vec2 uv = gl_TexCoord[0].st;
bool use_normalmap = false; bool use_normalmap = false;
#ifdef USE_NORMALMAPS #if USE_NORMALMAPS == 1
if (texture2D(useNormalmap,vec2(1.0, 1.0)).r > 0.0) { if (texture2D(useNormalmap,vec2(1.0, 1.0)).r > 0.0) {
normalTexturePresent = true; normalTexturePresent = true;
} }
#endif #endif
#ifdef ENABLE_PARALLAX_OCCLUSION #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 #if PARALLAX_OCCLUSION_MODE == 0
// Parallax occlusion with slope information // Parallax occlusion with slope information
if (normalTexturePresent && area_enable_parallax > 0.0) { if (normalTexturePresent && area_enable_parallax > 0.0) {
const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS; for (int i = 0; i < PARALLAX_OCCLUSION_ITERATIONS; i++) {
const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS;
for(int i = 0; i < PARALLAX_OCCLUSION_ITERATIONS; i++) {
vec4 normal = texture2D(normalTexture, uv.xy); vec4 normal = texture2D(normalTexture, uv.xy);
float h = normal.a * scale - bias; float h = normal.a * scale - bias;
uv += h * normal.z * eyeRay.xy; uv += h * normal.z * eyeRay;
} }
#endif #endif
#if PARALLAX_OCCLUSION_MODE == 1 #if PARALLAX_OCCLUSION_MODE == 1
// Relief mapping // Relief mapping
if (normalTexturePresent && area_enable_parallax > 0.0) { 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); float dist = find_intersection(uv, ds);
uv += dist * ds; uv += dist * ds;
#endif #endif
} else if (area_enable_parallax > 0.0) { } else if (GENERATE_NORMALMAPS == 1 && area_enable_parallax > 0.0) {
vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE; vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
float dist = find_intersectionRGB(uv, ds); float dist = find_intersectionRGB(uv, ds);
uv += dist * ds; uv += dist * ds;
} }
#endif #endif
#ifdef USE_NORMALMAPS #if USE_NORMALMAPS == 1
if (normalTexturePresent) { if (normalTexturePresent) {
bump = get_normal_map(uv); bump = get_normal_map(uv);
use_normalmap = true; use_normalmap = true;
@ -136,7 +121,7 @@ void main (void)
float l = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y)); 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 dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr); 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; use_normalmap = true;
} }
@ -145,9 +130,9 @@ void main (void)
#ifdef ENABLE_BUMPMAPPING #ifdef ENABLE_BUMPMAPPING
if (use_normalmap) { if (use_normalmap) {
vec3 L = normalize(lightVec); vec3 L = normalize(lightVec);
vec3 E = normalize(-eyeVec); vec3 E = normalize(eyeVec);
float specular = pow(clamp(dot(reflect(L, bump.xyz), -E), 0.0, 1.0), 1.0); float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0), 1.0);
float diffuse = dot(E,bump.xyz); float diffuse = dot(-E,bump.xyz);
color = (diffuse + 0.1 * specular) * base.rgb; color = (diffuse + 0.1 * specular) * base.rgb;
} else { } else {
color = base.rgb; color = base.rgb;

View File

@ -41,7 +41,7 @@ void main(void)
//Allow parallax/relief mapping only for certain kind of nodes //Allow parallax/relief mapping only for certain kind of nodes
//Variable is also used to control area of the effect //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; area_enable_parallax = 1.0;
#else #else
area_enable_parallax = 0.0; area_enable_parallax = 0.0;
@ -94,7 +94,7 @@ void main(void)
// Don't generate heightmaps when too far from the eye // Don't generate heightmaps when too far from the eye
float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition); float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition);
if (dist > 100.0) { if (dist > 120.0) {
area_enable_parallax = 0.0; area_enable_parallax = 0.0;
} }
@ -103,7 +103,7 @@ void main(void)
vec3 normal, tangent, binormal; vec3 normal, tangent, binormal;
normal = normalize(gl_NormalMatrix * gl_Normal); normal = normalize(gl_NormalMatrix * gl_Normal);
tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz); tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
binormal = normalize(gl_NormalMatrix * -gl_MultiTexCoord2.xyz); binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);
vec3 v; vec3 v;
@ -111,13 +111,13 @@ void main(void)
v.x = dot(lightVec, tangent); v.x = dot(lightVec, tangent);
v.y = dot(lightVec, binormal); v.y = dot(lightVec, binormal);
v.z = dot(lightVec, normal); v.z = dot(lightVec, normal);
tsLightVec = v; tsLightVec = normalize (v);
eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz; eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
v.x = dot(eyeVec, tangent); v.x = dot(eyeVec, tangent);
v.y = dot(eyeVec, binormal); v.y = dot(eyeVec, binormal);
v.z = dot(eyeVec, normal); v.z = dot(eyeVec, normal);
tsEyeVec = v; tsEyeVec = normalize (v);
vec4 color; vec4 color;
float day = gl_Color.r; float day = gl_Color.r;

View File

@ -731,8 +731,11 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
shaders_header += "\n"; shaders_header += "\n";
} }
shaders_header += "#define USE_NORMALMAPS ";
if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion")) 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")){ if (g_settings->getBool("enable_waving_water")){
shaders_header += "#define ENABLE_WAVING_WATER 1\n"; shaders_header += "#define ENABLE_WAVING_WATER 1\n";