From 0dc1aec50940140e28f434c524296e284e73d623 Mon Sep 17 00:00:00 2001 From: RealBadAngel Date: Fri, 21 Mar 2014 01:32:00 +0100 Subject: [PATCH] Normal maps generation on the fly. Parallax mapping with slope information. Overriding normal maps. --- builtin/mainmenu.lua | 28 ++- .../shaders/alpha_shader/opengl_fragment.glsl | 181 +++++++++------- .../shaders/alpha_shader/opengl_vertex.glsl | 40 ++-- .../leaves_shader/opengl_fragment.glsl | 154 +++++++++----- .../shaders/leaves_shader/opengl_vertex.glsl | 21 +- .../liquids_shader/opengl_fragment.glsl | 149 ++++++++----- .../shaders/liquids_shader/opengl_vertex.glsl | 67 +++++- .../plants_shader/opengl_fragment.glsl | 148 ++++++++----- .../shaders/plants_shader/opengl_vertex.glsl | 21 +- .../solids_shader/opengl_fragment.glsl | 200 ++++++++++-------- .../shaders/solids_shader/opengl_vertex.glsl | 40 ++-- minetest.conf.example | 8 + src/defaultsettings.cpp | 7 +- src/game.cpp | 5 +- src/mapblock_mesh.cpp | 56 +++-- src/shader.cpp | 44 +++- 16 files changed, 735 insertions(+), 434 deletions(-) diff --git a/builtin/mainmenu.lua b/builtin/mainmenu.lua index ad8b37ee..e9c8e813 100644 --- a/builtin/mainmenu.lua +++ b/builtin/mainmenu.lua @@ -723,6 +723,9 @@ function tabbuilder.handle_settings_buttons(fields) if fields["cb_parallax"] then engine.setting_set("enable_parallax_occlusion", fields["cb_parallax"]) end + if fields["cb_generate_normalmaps"] then + engine.setting_set("generate_normalmaps", fields["cb_generate_normalmaps"]) + end if fields["cb_waving_water"] then engine.setting_set("enable_waving_water", fields["cb_waving_water"]) end @@ -1010,27 +1013,30 @@ function tabbuilder.tab_settings() .. dump(engine.setting_getbool("enable_shaders")) .. "]".. "button[1,4.5;2.25,0.5;btn_change_keys;".. fgettext("Change keys") .. "]" -if engine.setting_getbool("enable_shaders") then - tab_string = tab_string .. + if engine.setting_getbool("enable_shaders") then + tab_string = tab_string .. "checkbox[8,0.5;cb_bumpmapping;".. fgettext("Bumpmapping") .. ";" .. dump(engine.setting_getbool("enable_bumpmapping")) .. "]".. "checkbox[8,1.0;cb_parallax;".. fgettext("Parallax Occlusion") .. ";" .. dump(engine.setting_getbool("enable_parallax_occlusion")) .. "]".. - "checkbox[8,1.5;cb_waving_water;".. fgettext("Waving Water") .. ";" + "checkbox[8,1.5;cb_generate_normalmaps;".. fgettext("Generate Normalmaps") .. ";" + .. dump(engine.setting_getbool("generate_normalmaps")) .. "]".. + "checkbox[8,2.0;cb_waving_water;".. fgettext("Waving Water") .. ";" .. dump(engine.setting_getbool("enable_waving_water")) .. "]".. - "checkbox[8,2.0;cb_waving_leaves;".. fgettext("Waving Leaves") .. ";" + "checkbox[8,2.5;cb_waving_leaves;".. fgettext("Waving Leaves") .. ";" .. dump(engine.setting_getbool("enable_waving_leaves")) .. "]".. - "checkbox[8,2.5;cb_waving_plants;".. fgettext("Waving Plants") .. ";" + "checkbox[8,3.0;cb_waving_plants;".. fgettext("Waving Plants") .. ";" .. dump(engine.setting_getbool("enable_waving_plants")) .. "]" -else - tab_string = tab_string .. + else + tab_string = tab_string .. "textlist[8.33,0.7;4,1;;#888888" .. fgettext("Bumpmapping") .. ";0;true]" .. "textlist[8.33,1.2;4,1;;#888888" .. fgettext("Parallax Occlusion") .. ";0;true]" .. - "textlist[8.33,1.7;4,1;;#888888" .. fgettext("Waving Water") .. ";0;true]" .. - "textlist[8.33,2.2;4,1;;#888888" .. fgettext("Waving Leaves") .. ";0;true]" .. - "textlist[8.33,2.7;4,1;;#888888" .. fgettext("Waving Plants") .. ";0;true]" + "textlist[8.33,1.7;4,1;;#888888" .. fgettext("Generate Normalmaps") .. ";0;true]" .. + "textlist[8.33,2.2;4,1;;#888888" .. fgettext("Waving Water") .. ";0;true]" .. + "textlist[8.33,2.7;4,1;;#888888" .. fgettext("Waving Leaves") .. ";0;true]" .. + "textlist[8.33,3.2;4,1;;#888888" .. fgettext("Waving Plants") .. ";0;true]" end -return tab_string + return tab_string end -------------------------------------------------------------------------------- diff --git a/client/shaders/alpha_shader/opengl_fragment.glsl b/client/shaders/alpha_shader/opengl_fragment.glsl index 6ed00be2..4359a8c8 100644 --- a/client/shaders/alpha_shader/opengl_fragment.glsl +++ b/client/shaders/alpha_shader/opengl_fragment.glsl @@ -1,71 +1,110 @@ -uniform sampler2D baseTexture; -uniform sampler2D normalTexture; -uniform sampler2D useNormalmap; - -uniform vec4 skyBgColor; -uniform float fogDistance; -uniform vec3 eyePosition; - -varying vec3 vPosition; -varying vec3 eyeVec; - -#ifdef ENABLE_PARALLAX_OCCLUSION -varying vec3 tsEyeVec; -#endif - -const float e = 2.718281828459; - -void main (void) -{ - vec3 color; - vec2 uv = gl_TexCoord[0].st; - -#ifdef USE_NORMALMAPS - float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r; -#endif - -#ifdef ENABLE_PARALLAX_OCCLUSION - float height; - vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y); - - if (use_normalmap > 0.0) { - float map_height = texture2D(normalTexture, uv).a; - if (map_height < 1.0){ - float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS; - uv = uv + height * tsEye; - } - } -#endif - -#ifdef ENABLE_BUMPMAPPING - if (use_normalmap > 0.0) { - vec3 base = texture2D(baseTexture, uv).rgb; - vec3 vVec = normalize(eyeVec); - vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0); - vec3 R = reflect(-vVec, bump); - vec3 lVec = normalize(vVec); - float diffuse = max(dot(lVec, bump), 0.0); - float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0); - color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse; - } else { - color = texture2D(baseTexture, uv).rgb; - } -#else - color = texture2D(baseTexture, uv).rgb; -#endif - - float alpha = texture2D(baseTexture, uv).a; - vec4 col = vec4(color.r, color.g, color.b, 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)); - col = mix(col, skyBgColor, d); - } - gl_FragColor = vec4(col.r, col.g, col.b, alpha); -} +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; + +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 ENABLE_PARALLAX_OCCLUSION + if (normalTexturePresent){ + vec3 tsEye = normalize(tsEyeVec); + float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS; + uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y); + } +#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/alpha_shader/opengl_vertex.glsl b/client/shaders/alpha_shader/opengl_vertex.glsl index e359955d..356ba2eb 100644 --- a/client/shaders/alpha_shader/opengl_vertex.glsl +++ b/client/shaders/alpha_shader/opengl_vertex.glsl @@ -1,27 +1,33 @@ uniform mat4 mWorldViewProj; uniform mat4 mInvWorld; uniform mat4 mTransWorld; +uniform mat4 mWorld; + uniform float dayNightRatio; uniform vec3 eyePosition; varying vec3 vPosition; -varying vec3 eyeVec; +varying vec3 worldPosition; + +varying vec3 eyeVec; +varying vec3 lightVec; -#ifdef ENABLE_PARALLAX_OCCLUSION varying vec3 tsEyeVec; -#endif +varying vec3 tsLightVec; + +const float BS = 10.0; void main(void) { + gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = mWorldViewProj * gl_Vertex; - vPosition = (mWorldViewProj * gl_Vertex).xyz; - eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; + vPosition = gl_Position.xyz; + worldPosition = (mWorld * gl_Vertex).xyz; + vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); -#ifdef ENABLE_PARALLAX_OCCLUSION - vec3 normal,tangent,binormal; + 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)); @@ -47,25 +53,20 @@ void main(void) 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); - tsEyeVec = normalize(eyeVec * tbnMatrix); -#endif + lightVec = sunPosition - worldPosition; + tsLightVec = lightVec * tbnMatrix; + eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; + tsEyeVec = eyeVec * tbnMatrix; 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; @@ -90,13 +91,8 @@ void main(void) color = color * color; // SRGB -> Linear if(gl_Normal.y <= 0.5) color *= 0.6; - //color *= 0.7; color = sqrt(color); // Linear -> SRGB - color.a = gl_Color.a; gl_FrontColor = gl_BackColor = color; - - gl_TexCoord[0] = gl_MultiTexCoord0; - } diff --git a/client/shaders/leaves_shader/opengl_fragment.glsl b/client/shaders/leaves_shader/opengl_fragment.glsl index 31981f9b..1db79807 100644 --- a/client/shaders/leaves_shader/opengl_fragment.glsl +++ b/client/shaders/leaves_shader/opengl_fragment.glsl @@ -1,54 +1,100 @@ -uniform sampler2D baseTexture; -uniform sampler2D normalTexture; -uniform sampler2D useNormalmap; - -uniform vec4 skyBgColor; -uniform float fogDistance; -uniform vec3 eyePosition; - -varying vec3 vPosition; -varying vec3 eyeVec; - -const float e = 2.718281828459; - -void main (void) -{ - vec3 color; - vec2 uv = gl_TexCoord[0].st; - -#ifdef USE_NORMALMAPS - float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r; -#endif - -#ifdef ENABLE_BUMPMAPPING - if (use_normalmap > 0.0) { - vec3 base = texture2D(baseTexture, uv).rgb; - vec3 vVec = normalize(eyeVec); - vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0); - vec3 R = reflect(-vVec, bump); - vec3 lVec = normalize(vVec); - float diffuse = max(dot(lVec, bump), 0.0); - float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0); - color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse; - } else { - color = texture2D(baseTexture, uv).rgb; - } -#else - color = texture2D(baseTexture, uv).rgb; -#endif - - float alpha = texture2D(baseTexture, uv).a; - vec4 col = vec4(color.r, color.g, color.b, 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)); - col = mix(col, skyBgColor, d); - } - gl_FragColor = vec4(col.r, col.g, col.b, alpha); -} +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 index 3702b1b5..30ad00b8 100644 --- a/client/shaders/leaves_shader/opengl_vertex.glsl +++ b/client/shaders/leaves_shader/opengl_vertex.glsl @@ -1,13 +1,20 @@ 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 ) { @@ -27,7 +34,7 @@ void main(void) #ifdef ENABLE_WAVING_LEAVES vec4 pos = gl_Vertex; - vec4 pos2 = mTransWorld*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; @@ -36,10 +43,13 @@ void main(void) gl_Position = mWorldViewProj * gl_Vertex; #endif - vPosition = (mWorldViewProj * gl_Vertex).xyz; + 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); @@ -75,13 +85,8 @@ void main(void) color = color * color; // SRGB -> Linear if(gl_Normal.y <= 0.5) color *= 0.6; - //color *= 0.7; color = sqrt(color); // Linear -> SRGB - color.a = gl_Color.a; gl_FrontColor = gl_BackColor = color; - - gl_TexCoord[0] = gl_MultiTexCoord0; - } diff --git a/client/shaders/liquids_shader/opengl_fragment.glsl b/client/shaders/liquids_shader/opengl_fragment.glsl index cab8d8e0..e4082259 100644 --- a/client/shaders/liquids_shader/opengl_fragment.glsl +++ b/client/shaders/liquids_shader/opengl_fragment.glsl @@ -1,54 +1,95 @@ -uniform sampler2D baseTexture; -uniform sampler2D normalTexture; -uniform sampler2D useNormalmap; - -uniform vec4 skyBgColor; -uniform float fogDistance; -uniform vec3 eyePosition; - -varying vec3 vPosition; -varying vec3 eyeVec; - -const float e = 2.718281828459; - -void main (void) -{ - vec3 color; - vec2 uv = gl_TexCoord[0].st; - -#ifdef USE_NORMALMAPS - float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r; -#endif - -#ifdef ENABLE_BUMPMAPPING - if (use_normalmap > 0.0) { - vec3 base = texture2D(baseTexture, uv).rgb; - vec3 vVec = normalize(eyeVec); - vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0); - vec3 R = reflect(-vVec, bump); - vec3 lVec = normalize(vVec); - float diffuse = max(dot(vec3(-1.0, -0.4, 0.5), bump), 0.0); - float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0); - color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse; - } else { - color = texture2D(baseTexture, uv).rgb; - } -#else - color = texture2D(baseTexture, uv).rgb; -#endif - - float alpha = gl_Color.a; - vec4 col = vec4(color.r, color.g, color.b, 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.r, col.g, col.b, alpha); -} +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(color.rgb, alpha); +} diff --git a/client/shaders/liquids_shader/opengl_vertex.glsl b/client/shaders/liquids_shader/opengl_vertex.glsl index e8f18582..9d64ce4e 100644 --- a/client/shaders/liquids_shader/opengl_vertex.glsl +++ b/client/shaders/liquids_shader/opengl_vertex.glsl @@ -1,40 +1,84 @@ 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; + +varying vec3 tsEyeVec; +varying vec3 tsLightVec; + +const float BS = 10.0; 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; #else gl_Position = mWorldViewProj * gl_Vertex; + vPosition = gl_Position.xyz; #endif + 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; - vPosition = (mWorldViewProj * gl_Vertex).xyz; + tsEyeVec = eyeVec * tbnMatrix; 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; @@ -54,10 +98,13 @@ void main(void) 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; - - gl_TexCoord[0] = gl_MultiTexCoord0; - } diff --git a/client/shaders/plants_shader/opengl_fragment.glsl b/client/shaders/plants_shader/opengl_fragment.glsl index 31981f9b..817530a8 100644 --- a/client/shaders/plants_shader/opengl_fragment.glsl +++ b/client/shaders/plants_shader/opengl_fragment.glsl @@ -1,54 +1,94 @@ -uniform sampler2D baseTexture; -uniform sampler2D normalTexture; -uniform sampler2D useNormalmap; - -uniform vec4 skyBgColor; -uniform float fogDistance; -uniform vec3 eyePosition; - -varying vec3 vPosition; -varying vec3 eyeVec; - -const float e = 2.718281828459; - -void main (void) -{ - vec3 color; - vec2 uv = gl_TexCoord[0].st; - -#ifdef USE_NORMALMAPS - float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r; -#endif - -#ifdef ENABLE_BUMPMAPPING - if (use_normalmap > 0.0) { - vec3 base = texture2D(baseTexture, uv).rgb; - vec3 vVec = normalize(eyeVec); - vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0); - vec3 R = reflect(-vVec, bump); - vec3 lVec = normalize(vVec); - float diffuse = max(dot(lVec, bump), 0.0); - float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0); - color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse; - } else { - color = texture2D(baseTexture, uv).rgb; - } -#else - color = texture2D(baseTexture, uv).rgb; -#endif - - float alpha = texture2D(baseTexture, uv).a; - vec4 col = vec4(color.r, color.g, color.b, 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)); - col = mix(col, skyBgColor, d); - } - gl_FragColor = vec4(col.r, col.g, col.b, alpha); -} +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 index 7987fc16..a95c2024 100644 --- a/client/shaders/plants_shader/opengl_vertex.glsl +++ b/client/shaders/plants_shader/opengl_vertex.glsl @@ -1,13 +1,20 @@ 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 ) { @@ -23,12 +30,11 @@ float smoothTriangleWave( float x ) { void main(void) { - gl_TexCoord[0] = gl_MultiTexCoord0; #ifdef ENABLE_WAVING_PLANTS vec4 pos = gl_Vertex; - vec4 pos2 = mTransWorld * 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; @@ -38,9 +44,13 @@ void main(void) gl_Position = mWorldViewProj * gl_Vertex; #endif - vPosition = (mWorldViewProj * gl_Vertex).xyz; - eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; + 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); @@ -76,11 +86,8 @@ void main(void) color = color * color; // SRGB -> Linear if(gl_Normal.y <= 0.5) color *= 0.6; - //color *= 0.7; color = sqrt(color); // Linear -> SRGB - color.a = gl_Color.a; gl_FrontColor = gl_BackColor = color; - } diff --git a/client/shaders/solids_shader/opengl_fragment.glsl b/client/shaders/solids_shader/opengl_fragment.glsl index d81506a4..6370bf50 100644 --- a/client/shaders/solids_shader/opengl_fragment.glsl +++ b/client/shaders/solids_shader/opengl_fragment.glsl @@ -1,90 +1,110 @@ -uniform sampler2D baseTexture; -uniform sampler2D normalTexture; -uniform sampler2D useNormalmap; - -uniform vec4 skyBgColor; -uniform float fogDistance; -uniform vec3 eyePosition; - -varying vec3 vPosition; -varying vec3 eyeVec; - -#ifdef ENABLE_PARALLAX_OCCLUSION -varying vec3 tsEyeVec; -#endif - -const float e = 2.718281828459; - -void main (void) -{ - vec3 color; - vec2 uv = gl_TexCoord[0].st; - -#ifdef USE_NORMALMAPS - float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r; -#endif - -#ifdef ENABLE_PARALLAX_OCCLUSION - float height; - vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y); - - if (use_normalmap > 0.0) { - float map_height = texture2D(normalTexture, uv).a; - if (map_height < 1.0){ - float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS; - uv = uv + height * tsEye; - } - } -#endif - -/* Steep parallax code, for future use - if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) { - const float numSteps = 40.0; - float height = 1.0; - float step = 1.0 / numSteps; - vec4 NB = texture2D(normalTexture, uv); - vec2 delta = tsEye * parallaxMappingScale / numSteps; - for (float i = 0.0; i < numSteps; i++) { - if (NB.a < height) { - height -= step; - uv += delta; - NB = texture2D(normalTexture, uv); - } else { - break; - } - } - } -*/ - -#ifdef ENABLE_BUMPMAPPING - if (use_normalmap > 0.0) { - vec3 base = texture2D(baseTexture, uv).rgb; - vec3 vVec = normalize(eyeVec); - vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0); - vec3 R = reflect(-vVec, bump); - vec3 lVec = normalize(vVec); - float diffuse = max(dot(lVec, bump), 0.0); - float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0); - color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse; - } else { - color = texture2D(baseTexture, uv).rgb; - } -#else - color = texture2D(baseTexture, uv).rgb; -#endif - - float alpha = texture2D(baseTexture, uv).a; - vec4 col = vec4(color.r, color.g, color.b, 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)); - col = mix(col, skyBgColor, d); - } - gl_FragColor = vec4(col.r, col.g, col.b, alpha); -} +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; + +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 ENABLE_PARALLAX_OCCLUSION + if (normalTexturePresent){ + vec3 tsEye = normalize(tsEyeVec); + float height = PARALLAX_OCCLUSION_SCALE * texture2D(normalTexture, uv).a - PARALLAX_OCCLUSION_BIAS; + uv = uv + texture2D(normalTexture, uv).z * height * vec2(tsEye.x,-tsEye.y); + } +#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/solids_shader/opengl_vertex.glsl b/client/shaders/solids_shader/opengl_vertex.glsl index e359955d..356ba2eb 100644 --- a/client/shaders/solids_shader/opengl_vertex.glsl +++ b/client/shaders/solids_shader/opengl_vertex.glsl @@ -1,27 +1,33 @@ uniform mat4 mWorldViewProj; uniform mat4 mInvWorld; uniform mat4 mTransWorld; +uniform mat4 mWorld; + uniform float dayNightRatio; uniform vec3 eyePosition; varying vec3 vPosition; -varying vec3 eyeVec; +varying vec3 worldPosition; + +varying vec3 eyeVec; +varying vec3 lightVec; -#ifdef ENABLE_PARALLAX_OCCLUSION varying vec3 tsEyeVec; -#endif +varying vec3 tsLightVec; + +const float BS = 10.0; void main(void) { + gl_TexCoord[0] = gl_MultiTexCoord0; gl_Position = mWorldViewProj * gl_Vertex; - vPosition = (mWorldViewProj * gl_Vertex).xyz; - eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; + vPosition = gl_Position.xyz; + worldPosition = (mWorld * gl_Vertex).xyz; + vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0); -#ifdef ENABLE_PARALLAX_OCCLUSION - vec3 normal,tangent,binormal; + 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)); @@ -47,25 +53,20 @@ void main(void) 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); - tsEyeVec = normalize(eyeVec * tbnMatrix); -#endif + lightVec = sunPosition - worldPosition; + tsLightVec = lightVec * tbnMatrix; + eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz; + tsEyeVec = eyeVec * tbnMatrix; 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; @@ -90,13 +91,8 @@ void main(void) color = color * color; // SRGB -> Linear if(gl_Normal.y <= 0.5) color *= 0.6; - //color *= 0.7; color = sqrt(color); // Linear -> SRGB - color.a = gl_Color.a; gl_FrontColor = gl_BackColor = color; - - gl_TexCoord[0] = gl_MultiTexCoord0; - } diff --git a/minetest.conf.example b/minetest.conf.example index 71a945b5..f728d6c8 100644 --- a/minetest.conf.example +++ b/minetest.conf.example @@ -173,6 +173,14 @@ # Set to true to enable textures bumpmapping. Requires shaders enabled. #enable_bumpmapping = false # Set to true enables parallax occlusion mapping. Requires shaders enabled. +#generate_normalmaps = false +# Set to true enables on the fly normalmap generation (Emboss effect). +# Requires bumpmapping enabled. +#normalmaps_strength = 0.6 +# Strength of generated normalmaps +#normalmaps_smooth = 1 +# Defines sampling step of texture (0 - 2) +# Higher the value normal maps will be smoother #enable_parallax_occlusion = false # Scale of parallax occlusion effect #parallax_occlusion_scale = 0.08 diff --git a/src/defaultsettings.cpp b/src/defaultsettings.cpp index 6b291bd2..b08d79ae 100644 --- a/src/defaultsettings.cpp +++ b/src/defaultsettings.cpp @@ -130,8 +130,11 @@ void set_default_settings(Settings *settings) settings->setDefault("preload_item_visuals", "true"); settings->setDefault("enable_bumpmapping", "false"); settings->setDefault("enable_parallax_occlusion", "false"); - settings->setDefault("parallax_occlusion_scale", "0.08"); - settings->setDefault("parallax_occlusion_bias", "0.04"); + settings->setDefault("generate_normalmaps", "false"); + settings->setDefault("normalmaps_strength", "0.6"); + settings->setDefault("normalmaps_smooth", "1"); + settings->setDefault("parallax_occlusion_scale", "0.06"); + settings->setDefault("parallax_occlusion_bias", "0.03"); settings->setDefault("enable_waving_water", "false"); settings->setDefault("water_wave_height", "1.0"); settings->setDefault("water_wave_length", "20.0"); diff --git a/src/game.cpp b/src/game.cpp index 0a9dcfda..761f65f8 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -858,14 +858,17 @@ public: services->setPixelShaderConstant("eyePosition", (irr::f32*)&eye_position, 3); services->setVertexShaderConstant("eyePosition", (irr::f32*)&eye_position, 3); - // Normal map texture layer + // Uniform sampler layers + int layer0 = 0; int layer1 = 1; int layer2 = 2; // before 1.8 there isn't a "integer interface", only float #if (IRRLICHT_VERSION_MAJOR == 1 && IRRLICHT_VERSION_MINOR < 8) + services->setPixelShaderConstant("baseTexture" , (irr::f32*)&layer0, 1); services->setPixelShaderConstant("normalTexture" , (irr::f32*)&layer1, 1); services->setPixelShaderConstant("useNormalmap" , (irr::f32*)&layer2, 1); #else + services->setPixelShaderConstant("baseTexture" , (irr::s32*)&layer0, 1); services->setPixelShaderConstant("normalTexture" , (irr::s32*)&layer1, 1); services->setPixelShaderConstant("useNormalmap" , (irr::s32*)&layer2, 1); #endif diff --git a/src/mapblock_mesh.cpp b/src/mapblock_mesh.cpp index ef05acbb..9cd99fcb 100644 --- a/src/mapblock_mesh.cpp +++ b/src/mapblock_mesh.cpp @@ -1212,20 +1212,25 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset): ITextureSource *tsrc = data->m_gamedef->tsrc(); material.setTexture(2, tsrc->getTexture("disable_img.png")); if (enable_bumpmapping || enable_parallax_occlusion) { - std::string fname_base = tsrc->getTextureName(p.tile.texture_id); - std::string normal_ext = "_normal.png"; - size_t pos = fname_base.find("."); - std::string fname_normal = fname_base.substr(0, pos) + normal_ext; - - if (tsrc->isKnownSourceImage(fname_normal)) { - // look for image extension and replace it - size_t i = 0; - while ((i = fname_base.find(".", i)) != std::string::npos) { - fname_base.replace(i, 4, normal_ext); - i += normal_ext.length(); - } - material.setTexture(1, tsrc->getTexture(fname_base)); + if (tsrc->isKnownSourceImage("override_normal.png")){ + material.setTexture(1, tsrc->getTexture("override_normal.png")); material.setTexture(2, tsrc->getTexture("enable_img.png")); + } else { + std::string fname_base = tsrc->getTextureName(p.tile.texture_id); + std::string normal_ext = "_normal.png"; + size_t pos = fname_base.find("."); + std::string fname_normal = fname_base.substr(0, pos) + normal_ext; + + if (tsrc->isKnownSourceImage(fname_normal)) { + // look for image extension and replace it + size_t i = 0; + while ((i = fname_base.find(".", i)) != std::string::npos) { + fname_base.replace(i, 4, normal_ext); + i += normal_ext.length(); + } + material.setTexture(1, tsrc->getTexture(fname_base)); + material.setTexture(2, tsrc->getTexture("enable_img.png")); + } } } p.tile.applyMaterialOptionsWithShaders(material, @@ -1368,17 +1373,22 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat buf->getMaterial().setTexture(2, tsrc->getTexture("disable_img.png")); if (enable_shaders && (enable_bumpmapping || enable_parallax_occlusion)) { - std::string fname_base,fname_normal; - fname_base = tsrc->getTextureName(tile.texture_id); - unsigned pos; - pos = fname_base.find("."); - fname_normal = fname_base.substr (0, pos); - fname_normal += "_normal.png"; - if (tsrc->isKnownSourceImage(fname_normal)){ - os.str(""); - os<getMaterial().setTexture(1, tsrc->getTexture(os.str())); + if (tsrc->isKnownSourceImage("override_normal.png")){ + buf->getMaterial().setTexture(1, tsrc->getTexture("override_normal.png")); buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png")); + } else { + std::string fname_base,fname_normal; + fname_base = tsrc->getTextureName(tile.texture_id); + unsigned pos; + pos = fname_base.find("."); + fname_normal = fname_base.substr (0, pos); + fname_normal += "_normal.png"; + if (tsrc->isKnownSourceImage(fname_normal)){ + os.str(""); + os<getMaterial().setTexture(1, tsrc->getTexture(os.str())); + buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png")); + } } } } diff --git a/src/shader.cpp b/src/shader.cpp index d29c9d3a..4006e256 100644 --- a/src/shader.cpp +++ b/src/shader.cpp @@ -240,12 +240,20 @@ public: services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4); // set transposed world matrix - core::matrix4 world = driver->getTransform(video::ETS_WORLD); - world = world.getTransposed(); + core::matrix4 transWorld = driver->getTransform(video::ETS_WORLD); + transWorld = transWorld.getTransposed(); if(is_highlevel) - services->setVertexShaderConstant("mTransWorld", world.pointer(), 16); + services->setVertexShaderConstant("mTransWorld", transWorld.pointer(), 16); + else + services->setVertexShaderConstant(transWorld.pointer(), 8, 4); + + // set world matrix + core::matrix4 world = driver->getTransform(video::ETS_WORLD); + if(is_highlevel) + services->setVertexShaderConstant("mWorld", world.pointer(), 16); else services->setVertexShaderConstant(world.pointer(), 8, 4); + } private: @@ -673,7 +681,33 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device, // Create shaders header std::string shaders_header = "#version 120\n"; - + + if (g_settings->getBool("generate_normalmaps")){ + shaders_header += "#define GENERATE_NORMALMAPS\n"; + shaders_header += "#define NORMALMAPS_STRENGTH "; + shaders_header += ftos(g_settings->getFloat("normalmaps_strength")); + shaders_header += "\n"; + float sample_step; + int smooth = (int)g_settings->getFloat("normalmaps_smooth"); + switch (smooth){ + case 0: + sample_step = 0.0078125; // 1.0 / 128.0 + break; + case 1: + sample_step = 0.00390625; // 1.0 / 256.0 + break; + case 2: + sample_step = 0.001953125; // 1.0 / 512.0 + break; + default: + sample_step = 0.0078125; + break; + } + shaders_header += "#define SAMPLE_STEP "; + shaders_header += ftos(sample_step); + shaders_header += "\n"; + } + if (g_settings->getBool("enable_bumpmapping")) shaders_header += "#define ENABLE_BUMPMAPPING\n"; @@ -685,7 +719,7 @@ ShaderInfo generate_shader(std::string name, IrrlichtDevice *device, shaders_header += "#define PARALLAX_OCCLUSION_BIAS "; shaders_header += ftos(g_settings->getFloat("parallax_occlusion_bias")); shaders_header += "\n"; - } + } if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion")) shaders_header += "#define USE_NORMALMAPS\n";