Skip to content

Commit

Permalink
Add texture bumpmapping feature.
Browse files Browse the repository at this point in the history
  • Loading branch information
RealBadAngel committed Jul 4, 2013
1 parent b850f0f commit 3f6f327
Show file tree
Hide file tree
Showing 11 changed files with 602 additions and 2 deletions.
1 change: 1 addition & 0 deletions client/shaders/bumpmaps_liquids/base.txt
@@ -0,0 +1 @@
trans_alphach
47 changes: 47 additions & 0 deletions client/shaders/bumpmaps_liquids/opengl_fragment.glsl
@@ -0,0 +1,47 @@

uniform sampler2D myTexture;
uniform sampler2D normalTexture;

uniform vec4 skyBgColor;
uniform float fogDistance;

varying vec3 vPosition;

varying vec3 viewVec;

void main (void)
{
vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
float alpha = col.a;
vec2 uv = gl_TexCoord[0].st;
vec4 base = texture2D(myTexture, uv);
vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;
vec3 vVec = normalize(viewVec);
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
vec3 R = reflect(-vVec, bump);
vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
float diffuse = max(dot(lVec, bump), 0.0);

vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;


float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
vec4 vSpecular = 0.2*specular * diffuse;
color += vSpecular;


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) / exp(1.0);
col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
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);
}
98 changes: 98 additions & 0 deletions client/shaders/bumpmaps_liquids/opengl_vertex.glsl
@@ -0,0 +1,98 @@

uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform float dayNightRatio;

varying vec3 vPosition;
varying vec3 viewVec;

void main(void)
{
gl_Position = mWorldViewProj * gl_Vertex;

vPosition = (mWorldViewProj * gl_Vertex).xyz;

vec3 tangent;
vec3 binormal;

vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) );
vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) );

if( length(c1)>length(c2) )
{
tangent = c1;
}
else
{
tangent = c2;
}

tangent = normalize(tangent);

//binormal = cross(gl_Normal, tangent);
//binormal = normalize(binormal);

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 * 1.5; // Make light sources brighter
float b = rg;

// Moonlight is blue
b += (day - night) / 13.0;
rg -= (day - night) / 13.0;

// Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);

// Artificial light is yellow-ish
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);

color.r = rg;
color.g = rg;
color.b = b;

// Make sides and bottom darker than the top
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;

vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);
vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);
//vec3 t1 = normalize(gl_NormalMatrix * tangent1);
//vec3 b1 = cross(n1, t1);

vec3 v;
vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
vec3 vVec = -vVertex;
//v.x = dot(vVec, t1);
//v.y = dot(vVec, b1);
//v.z = dot(vVec, n1);
//viewVec = vVec;
viewVec = normalize(vec3(0.0, -0.4, 0.5));
//Vector representing the 0th texture coordinate passed to fragment shader
//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);

// Transform the current vertex
//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
1 change: 1 addition & 0 deletions client/shaders/bumpmaps_solids/base.txt
@@ -0,0 +1 @@
trans_alphach_ref
46 changes: 46 additions & 0 deletions client/shaders/bumpmaps_solids/opengl_fragment.glsl
@@ -0,0 +1,46 @@

uniform sampler2D myTexture;
uniform sampler2D normalTexture;

uniform vec4 skyBgColor;
uniform float fogDistance;

varying vec3 vPosition;

varying vec3 viewVec;

void main (void)
{
vec4 col = texture2D(myTexture, vec2(gl_TexCoord[0]));
float alpha = col.a;
vec2 uv = gl_TexCoord[0].st;
vec4 base = texture2D(myTexture, uv);
vec4 final_color = vec4(0.2, 0.2, 0.2, 1.0) * base;
vec3 vVec = normalize(viewVec);
vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);
vec3 R = reflect(-vVec, bump);
vec3 lVec = normalize(vec3(0.0, -0.4, 0.5));
float diffuse = max(dot(lVec, bump), 0.0);

vec3 color = diffuse * texture2D(myTexture, gl_TexCoord[0].st).rgb;


float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);
vec4 vSpecular = 0.2*specular * diffuse;
color += vSpecular;


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) / exp(1.0);
col.g = 1.0 - exp(1.0 - col.g) / exp(1.0);
col.b = 1.0 - exp(1.0 - col.b) / exp(1.0);
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);
}
98 changes: 98 additions & 0 deletions client/shaders/bumpmaps_solids/opengl_vertex.glsl
@@ -0,0 +1,98 @@

uniform mat4 mWorldViewProj;
uniform mat4 mInvWorld;
uniform mat4 mTransWorld;
uniform float dayNightRatio;

varying vec3 vPosition;
varying vec3 viewVec;

void main(void)
{
gl_Position = mWorldViewProj * gl_Vertex;

vPosition = (mWorldViewProj * gl_Vertex).xyz;

vec3 tangent;
vec3 binormal;

vec3 c1 = cross( gl_Normal, vec3(0.0, 0.0, 1.0) );
vec3 c2 = cross( gl_Normal, vec3(0.0, 1.0, 0.0) );

if( length(c1)>length(c2) )
{
tangent = c1;
}
else
{
tangent = c2;
}

tangent = normalize(tangent);

//binormal = cross(gl_Normal, tangent);
//binormal = normalize(binormal);

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 * 1.5; // Make light sources brighter
float b = rg;

// Moonlight is blue
b += (day - night) / 13.0;
rg -= (day - night) / 13.0;

// Emphase blue a bit in darker places
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
b += max(0.0, (1.0 - abs(b - 0.13)/0.17) * 0.025);

// Artificial light is yellow-ish
// See C++ implementation in mapblock_mesh.cpp finalColorBlend()
rg += max(0.0, (1.0 - abs(rg - 0.85)/0.15) * 0.065);

color.r = rg;
color.g = rg;
color.b = b;

// Make sides and bottom darker than the top
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;

vec3 n1 = normalize(gl_NormalMatrix * gl_Normal);
vec4 tangent1 = vec4(tangent.x, tangent.y, tangent.z, 0);
//vec3 t1 = normalize(gl_NormalMatrix * tangent1);
//vec3 b1 = cross(n1, t1);

vec3 v;
vec3 vVertex = vec3(gl_ModelViewMatrix * gl_Vertex);
vec3 vVec = -vVertex;
//v.x = dot(vVec, t1);
//v.y = dot(vVec, b1);
//v.z = dot(vVec, n1);
//viewVec = vVec;
viewVec = normalize(vec3(0.0, -0.4, 0.5));
//Vector representing the 0th texture coordinate passed to fragment shader
//gl_TexCoord[0] = vec2(gl_MultiTexCoord0);

// Transform the current vertex
//gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;
}
2 changes: 2 additions & 0 deletions minetest.conf.example
Expand Up @@ -172,6 +172,8 @@
# (1: low level shaders; not implemented)
# 2: enable high level shaders
#enable_shaders = 2
# Set to true to enable textures bumpmapping. Requires shaders enabled.
#enable_bumpmapping = false
# The time in seconds it takes between repeated
# right clicks when holding the right mouse button
#repeat_rightclick_time = 0.25
Expand Down
1 change: 1 addition & 0 deletions src/defaultsettings.cpp
Expand Up @@ -127,6 +127,7 @@ void set_default_settings(Settings *settings)
settings->setDefault("trilinear_filter", "false");
settings->setDefault("preload_item_visuals", "true");
settings->setDefault("enable_shaders", "2");
settings->setDefault("enable_bumpmapping", "false");
settings->setDefault("repeat_rightclick_time", "0.25");
settings->setDefault("enable_particles", "true");

Expand Down
4 changes: 4 additions & 0 deletions src/game.cpp
Expand Up @@ -804,6 +804,10 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
u32 daynight_ratio = m_client->getEnv().getDayNightRatio();
float daynight_ratio_f = (float)daynight_ratio / 1000.0;
services->setPixelShaderConstant("dayNightRatio", &daynight_ratio_f, 1);

// Normal map texture layer
int layer = 1;
services->setPixelShaderConstant("normalTexture" , (irr::f32*)&layer, 1);
}
};

Expand Down

0 comments on commit 3f6f327

Please sign in to comment.