Normal maps generation on the fly.
Parallax mapping with slope information. Overriding normal maps.
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				| @ -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 | ||||
| 
 | ||||
| -------------------------------------------------------------------------------- | ||||
|  | ||||
| @ -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); | ||||
| } | ||||
|  | ||||
| @ -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; | ||||
| 
 | ||||
| } | ||||
|  | ||||
| @ -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); | ||||
| } | ||||
|  | ||||
| @ -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; | ||||
| 
 | ||||
| } | ||||
|  | ||||
| @ -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); | ||||
| } | ||||
|  | ||||
| @ -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; | ||||
| 
 | ||||
| } | ||||
|  | ||||
| @ -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); | ||||
| } | ||||
|  | ||||
| @ -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; | ||||
| 
 | ||||
| } | ||||
|  | ||||
| @ -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); | ||||
| } | ||||
|  | ||||
| @ -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; | ||||
| 
 | ||||
| } | ||||
|  | ||||
| @ -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 | ||||
|  | ||||
| @ -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"); | ||||
|  | ||||
| @ -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 | ||||
|  | ||||
| @ -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<<fname_normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame; | ||||
| 					buf->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<<fname_normal<<"^[verticalframe:"<<(int)tile.animation_frame_count<<":"<<frame; | ||||
| 						buf->getMaterial().setTexture(1, tsrc->getTexture(os.str())); | ||||
| 						buf->getMaterial().setTexture(2, tsrc->getTexture("enable_img.png")); | ||||
| 					} | ||||
| 				} | ||||
| 			} | ||||
| 	} | ||||
|  | ||||
| @ -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"; | ||||
|  | ||||
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