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Shaders fixes and cleanup relief mapping code.
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RealBadAngel committed Jul 2, 2015
1 parent 75d2cfe commit 8a85e5e
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Showing 3 changed files with 33 additions and 45 deletions.
63 changes: 24 additions & 39 deletions client/shaders/nodes_shader/opengl_fragment.glsl
Expand Up @@ -39,37 +39,21 @@ vec4 get_normal_map(vec2 uv)

float find_intersection(vec2 dp, vec2 ds)
{
const int linear_steps = 10;
const int binary_steps = 5;
const float depth_step = 1.0 / linear_steps;
float size = depth_step;
const float depth_step = 1.0 / 24.0;
float depth = 1.0;
float best_depth = 1.0;
for (int i = 0 ; i < linear_steps - 1 ; ++i) {
vec4 t = texture2D(normalTexture, dp + ds * depth);
if (best_depth > 0.05)
if (depth >= t.a)
best_depth = depth;
depth -= size;
}
depth = best_depth - size;
for (int i = 0 ; i < binary_steps ; ++i) {
size *= 0.5;
vec4 t = texture2D(normalTexture, dp + ds * depth);
if (depth >= t.a) {
best_depth = depth;
depth -= 2 * size;
}
depth += size;
for (int i = 0 ; i < 24 ; i++) {
float h = texture2D(normalTexture, dp + ds * depth).a;
if (h >= depth)
break;
depth -= depth_step;
}
return best_depth;
return depth;
}

float find_intersectionRGB(vec2 dp, vec2 ds) {
const float iterations = 24.0;
const float depth_step = 1.0 / iterations;
const float depth_step = 1.0 / 24.0;
float depth = 1.0;
for (int i = 0 ; i < iterations ; i++) {
for (int i = 0 ; i < 24 ; i++) {
float h = get_rgb_height(dp + ds * depth);
if (h >= depth)
break;
Expand All @@ -85,40 +69,41 @@ void main (void)
vec2 uv = gl_TexCoord[0].st;
bool use_normalmap = false;

#ifdef USE_NORMALMAPS
#if USE_NORMALMAPS == 1
if (texture2D(useNormalmap,vec2(1.0, 1.0)).r > 0.0) {
normalTexturePresent = true;
}
#endif

#ifdef ENABLE_PARALLAX_OCCLUSION
vec3 eyeRay = normalize(tsEyeVec);
vec2 eyeRay = vec2 (tsEyeVec.x, -tsEyeVec.y);
const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS;
const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS;

#if PARALLAX_OCCLUSION_MODE == 0
// Parallax occlusion with slope information
if (normalTexturePresent && area_enable_parallax > 0.0) {
const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS;
const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS;
for(int i = 0; i < PARALLAX_OCCLUSION_ITERATIONS; i++) {
for (int i = 0; i < PARALLAX_OCCLUSION_ITERATIONS; i++) {
vec4 normal = texture2D(normalTexture, uv.xy);
float h = normal.a * scale - bias;
uv += h * normal.z * eyeRay.xy;
uv += h * normal.z * eyeRay;
}
#endif
#if PARALLAX_OCCLUSION_MODE == 1
// Relief mapping
if (normalTexturePresent && area_enable_parallax > 0.0) {
vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE;
vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
float dist = find_intersection(uv, ds);
uv += dist * ds;
#endif
} else if (area_enable_parallax > 0.0) {
vec2 ds = eyeRay.xy * PARALLAX_OCCLUSION_SCALE;
} else if (GENERATE_NORMALMAPS == 1 && area_enable_parallax > 0.0) {
vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
float dist = find_intersectionRGB(uv, ds);
uv += dist * ds;
}
#endif

#ifdef USE_NORMALMAPS
#if USE_NORMALMAPS == 1
if (normalTexturePresent) {
bump = get_normal_map(uv);
use_normalmap = true;
Expand All @@ -136,7 +121,7 @@ void main (void)
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);
bump = vec4(normalize(vec3 (dX, dY, NORMALMAPS_STRENGTH)), 1.0);
use_normalmap = true;
}

Expand All @@ -145,9 +130,9 @@ void main (void)
#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), 1.0);
float diffuse = dot(E,bump.xyz);
vec3 E = normalize(eyeVec);
float specular = pow(clamp(dot(reflect(L, bump.xyz), E), 0.0, 1.0), 1.0);
float diffuse = dot(-E,bump.xyz);
color = (diffuse + 0.1 * specular) * base.rgb;
} else {
color = base.rgb;
Expand Down
10 changes: 5 additions & 5 deletions client/shaders/nodes_shader/opengl_vertex.glsl
Expand Up @@ -41,7 +41,7 @@ void main(void)

//Allow parallax/relief mapping only for certain kind of nodes
//Variable is also used to control area of the effect
#if ((DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID) && GENERATE_NORMALMAPS)
#if (DRAW_TYPE == NDT_NORMAL || DRAW_TYPE == NDT_LIQUID || DRAW_TYPE == NDT_FLOWINGLIQUID)
area_enable_parallax = 1.0;
#else
area_enable_parallax = 0.0;
Expand Down Expand Up @@ -94,7 +94,7 @@ void main(void)

// Don't generate heightmaps when too far from the eye
float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition);
if (dist > 100.0) {
if (dist > 120.0) {
area_enable_parallax = 0.0;
}

Expand All @@ -103,21 +103,21 @@ void main(void)
vec3 normal, tangent, binormal;
normal = normalize(gl_NormalMatrix * gl_Normal);
tangent = normalize(gl_NormalMatrix * gl_MultiTexCoord1.xyz);
binormal = normalize(gl_NormalMatrix * -gl_MultiTexCoord2.xyz);
binormal = normalize(gl_NormalMatrix * gl_MultiTexCoord2.xyz);

vec3 v;

lightVec = sunPosition - worldPosition;
v.x = dot(lightVec, tangent);
v.y = dot(lightVec, binormal);
v.z = dot(lightVec, normal);
tsLightVec = v;
tsLightVec = normalize (v);

eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
v.x = dot(eyeVec, tangent);
v.y = dot(eyeVec, binormal);
v.z = dot(eyeVec, normal);
tsEyeVec = v;
tsEyeVec = normalize (v);

vec4 color;
float day = gl_Color.r;
Expand Down
5 changes: 4 additions & 1 deletion src/shader.cpp
Expand Up @@ -731,8 +731,11 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
shaders_header += "\n";
}

shaders_header += "#define USE_NORMALMAPS ";
if (g_settings->getBool("enable_bumpmapping") || g_settings->getBool("enable_parallax_occlusion"))
shaders_header += "#define USE_NORMALMAPS\n";
shaders_header += "1\n";
else
shaders_header += "0\n";

if (g_settings->getBool("enable_waving_water")){
shaders_header += "#define ENABLE_WAVING_WATER 1\n";
Expand Down

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