--- /dev/null
+uniform sampler2D baseTexture;
+uniform sampler2D normalTexture;
+uniform sampler2D textureFlags;
+
+uniform vec4 skyBgColor;
+uniform float fogDistance;
+uniform vec3 eyePosition;
+
+varying vec3 vPosition;
+varying vec3 worldPosition;
+
+varying vec3 eyeVec;
+varying vec3 lightVec;
+
+bool normalTexturePresent = false;
+bool texTileableHorizontal = false;
+bool texTileableVertical = false;
+bool texSeamless = false;
+
+const float e = 2.718281828459;
+const float BS = 10.0;
+
+void get_texture_flags()
+{
+ vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
+ if (flags.r > 0.5) {
+ normalTexturePresent = true;
+ }
+ if (flags.g > 0.5) {
+ texTileableHorizontal = true;
+ }
+ if (flags.b > 0.5) {
+ texTileableVertical = true;
+ }
+ if (texTileableHorizontal && texTileableVertical) {
+ texSeamless = true;
+ }
+}
+
+float intensity(vec3 color)
+{
+ return (color.r + color.g + color.b) / 3.0;
+}
+
+float get_rgb_height(vec2 uv)
+{
+ if (texSeamless) {
+ return intensity(texture2D(baseTexture, uv).rgb);
+ } else {
+ return intensity(texture2D(baseTexture, clamp(uv, 0.0, 0.999)).rgb);
+ }
+}
+
+vec4 get_normal_map(vec2 uv)
+{
+ vec4 bump = texture2D(normalTexture, uv).rgba;
+ bump.xyz = normalize(bump.xyz * 2.0 - 1.0);
+ return bump;
+}
+
+void main(void)
+{
+ vec3 color;
+ vec4 bump;
+ vec2 uv = gl_TexCoord[0].st;
+ bool use_normalmap = false;
+ get_texture_flags();
+
+#if USE_NORMALMAPS == 1
+ if (normalTexturePresent) {
+ bump = get_normal_map(uv);
+ use_normalmap = true;
+ }
+#endif
+
+ if (GENERATE_NORMALMAPS == 1 && normalTexturePresent == 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;
+ }
+
+ 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), 1.0);
+ float diffuse = dot(-E,bump.xyz);
+ color = (diffuse + 0.1 * specular) * base.rgb;
+ } else {
+ color = base.rgb;
+ }
+#else
+ color = base.rgb;
+#endif
+
+ vec4 col = vec4(color.rgb, base.a);
+ 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);
+}
--- /dev/null
+uniform mat4 mWorldViewProj;\r
+uniform mat4 mInvWorld;\r
+uniform mat4 mTransWorld;\r
+uniform mat4 mWorld;\r
+\r
+uniform float dayNightRatio;\r
+uniform vec3 eyePosition;\r
+uniform float animationTimer;\r
+\r
+varying vec3 vPosition;\r
+varying vec3 worldPosition;\r
+\r
+varying vec3 eyeVec;\r
+varying vec3 lightVec;\r
+varying vec3 tsEyeVec;\r
+varying vec3 tsLightVec;\r
+\r
+const float e = 2.718281828459;\r
+const float BS = 10.0;\r
+\r
+void main(void)\r
+{\r
+ gl_TexCoord[0] = gl_MultiTexCoord0;\r
+ gl_Position = mWorldViewProj * gl_Vertex;\r
+\r
+ vPosition = gl_Position.xyz;\r
+ worldPosition = (mWorld * gl_Vertex).xyz;\r
+
+ vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);\r
+\r
+ lightVec = sunPosition - worldPosition;\r
+ eyeVec = -(gl_ModelViewMatrix * gl_Vertex).xyz;
+\r
+ gl_FrontColor = gl_BackColor = gl_Color;\r
+}\r
// all other 3D scene nodes and before the GUI.
m_wieldmgr = smgr->createNewSceneManager();
m_wieldmgr->addCameraSceneNode();
- m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, true);
+ m_wieldnode = new WieldMeshSceneNode(m_wieldmgr->getRootSceneNode(), m_wieldmgr, -1, false);
m_wieldnode->setItem(ItemStack(), m_gamedef);
m_wieldnode->drop(); // m_wieldmgr grabbed it
- m_wieldlightnode = m_wieldmgr->addLightSceneNode(NULL, v3f(0.0, 50.0, 0.0));
/* TODO: Add a callback function so these can be updated when a setting
* changes. At this point in time it doesn't matter (e.g. /set
m_wieldnode->setPosition(wield_position);
m_wieldnode->setRotation(wield_rotation);
- // Shine light upon the wield mesh
- video::SColor black(255,0,0,0);
- m_wieldmgr->setAmbientLight(player->light_color.getInterpolated(black, 0.7));
- m_wieldlightnode->getLightData().DiffuseColor = player->light_color.getInterpolated(black, 0.3);
- m_wieldlightnode->setPosition(v3f(30+5*sin(2*player->getYaw()*M_PI/180), -50, 0));
+ m_wieldnode->setColor(player->light_color);
// Render distance feedback loop
updateViewingRange(frametime, busytime);
scene::ISceneManager* m_wieldmgr;
WieldMeshSceneNode* m_wieldnode;
- scene::ILightSceneNode* m_wieldlightnode;
// draw control
MapDrawControl& m_draw_control;
video::ITexture* getNormalTexture(const std::string &name);
video::SColor getTextureAverageColor(const std::string &name);
- video::ITexture *getShaderFlagsTexture(TileDef *tiledef, TileSpec *tile);
+ video::ITexture *getShaderFlagsTexture(
+ bool normamap_present, bool tileable_vertical, bool tileable_horizontal);
private:
return c;
}
-video::ITexture *TextureSource::getShaderFlagsTexture(TileDef *tiledef, TileSpec *tile)
+
+video::ITexture *TextureSource::getShaderFlagsTexture(
+ bool normalmap_present, bool tileable_vertical, bool tileable_horizontal)
{
std::string tname = "__shaderFlagsTexture";
-
- bool normalmap_present = tile->normal_texture ? true : false;
tname += normalmap_present ? "1" : "0";
- tname += tiledef->tileable_horizontal ? "1" : "0";
- tname += tiledef->tileable_vertical ? "1" : "0";
+ tname += tileable_horizontal ? "1" : "0";
+ tname += tileable_vertical ? "1" : "0";
if (isKnownSourceImage(tname)) {
return getTexture(tname);
video::SColor c(
255,
normalmap_present ? 255 : 0,
- tiledef->tileable_horizontal ? 255 : 0,
- tiledef->tileable_vertical ? 255 : 0);
+ tileable_horizontal ? 255 : 0,
+ tileable_vertical ? 255 : 0);
flags_image->setPixel(0, 0, c);
insertSourceImage(tname, flags_image);
flags_image->drop();
const TextureFromMeshParams ¶ms)=0;
virtual video::ITexture* getNormalTexture(const std::string &name)=0;
virtual video::SColor getTextureAverageColor(const std::string &name)=0;
- virtual video::ITexture *getShaderFlagsTexture(TileDef *tiledef, TileSpec *tile)=0;
+ virtual video::ITexture *getShaderFlagsTexture(bool normamap_present,
+ bool tileable_vertical, bool tileable_horizontal)=0;
};
class IWritableTextureSource : public ITextureSource
virtual void rebuildImagesAndTextures()=0;
virtual video::ITexture* getNormalTexture(const std::string &name)=0;
virtual video::SColor getTextureAverageColor(const std::string &name)=0;
- virtual video::ITexture *getShaderFlagsTexture(TileDef *tiledef, TileSpec *tile)=0;
+ virtual video::ITexture *getShaderFlagsTexture(bool normamap_present,
+ bool tileable_vertical, bool tileable_horizontal)=0;
};
IWritableTextureSource* createTextureSource(IrrlichtDevice *device);
#define MY_ETLM_READ_ONLY video::ETLM_READ_ONLY
#endif
+static void applyFacesShading(video::SColor& color, float factor)
+{
+ color.setRed(core::clamp(core::round32(color.getRed()*factor), 0, 255));
+ color.setGreen(core::clamp(core::round32(color.getGreen()*factor), 0, 255));
+ color.setBlue(core::clamp(core::round32(color.getBlue()*factor), 0, 255));
+}
+
scene::IAnimatedMesh* createCubeMesh(v3f scale)
{
video::SColor c(255,255,255,255);
}
}
+void shadeMeshFaces(scene::IMesh *mesh)
+{
+ if (mesh == NULL)
+ return;
+
+ u32 mc = mesh->getMeshBufferCount();
+ for (u32 j = 0; j < mc; j++) {
+ scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
+ const u32 stride = getVertexPitchFromType(buf->getVertexType());
+ u32 vertex_count = buf->getVertexCount();
+ u8 *vertices = (u8 *)buf->getVertices();
+ for (u32 i = 0; i < vertex_count; i++) {
+ video::S3DVertex *vertex = (video::S3DVertex *)(vertices + i * stride);
+ video::SColor &vc = vertex->Color;
+ if (vertex->Normal.Y < -0.5) {
+ applyFacesShading (vc, 0.447213);
+ } else if (vertex->Normal.Z > 0.5) {
+ applyFacesShading (vc, 0.670820);
+ } else if (vertex->Normal.Z < -0.5) {
+ applyFacesShading (vc, 0.670820);
+ } else if (vertex->Normal.X > 0.5) {
+ applyFacesShading (vc, 0.836660);
+ } else if (vertex->Normal.X < -0.5) {
+ applyFacesShading (vc, 0.836660);
+ }
+ }
+ }
+}
+
void setMeshColorByNormalXYZ(scene::IMesh *mesh,
const video::SColor &colorX,
const video::SColor &colorY,
*/
void setMeshColor(scene::IMesh *mesh, const video::SColor &color);
+/*
+ Shade mesh faces according to their normals
+*/
+
+void shadeMeshFaces(scene::IMesh *mesh);
+
/*
Set the color of all vertices in the mesh.
For each vertex, determine the largest absolute entry in
if (use_normal_texture) {
tile->normal_texture = tsrc->getNormalTexture(tiledef->name);
}
- tile->flags_texture = tsrc->getShaderFlagsTexture(tiledef, tile);
+ tile->flags_texture = tsrc->getShaderFlagsTexture(
+ tile->normal_texture ? true : false,
+ tiledef->tileable_horizontal, tiledef->tileable_vertical);
// Material flags
tile->material_flags = 0;
#define WIELD_SCALE_FACTOR 30.0
#define WIELD_SCALE_FACTOR_EXTRUDED 40.0
-#define MIN_EXTRUSION_MESH_RESOLUTION 32 // not 16: causes too many "holes"
+#define MIN_EXTRUSION_MESH_RESOLUTION 16
#define MAX_EXTRUSION_MESH_RESOLUTION 512
static scene::IMesh* createExtrusionMesh(int resolution_x, int resolution_y)
mesh->addMeshBuffer(buf);
buf->drop();
scaleMesh(mesh, scale); // also recalculates bounding box
+ mesh = (scene::SMesh *)createForsythOptimizedMesh(mesh);
return mesh;
}
// Customize material
video::SMaterial &material = m_meshnode->getMaterial(0);
- material.setTexture(0, tsrc->getTextureForMesh(imagename));
+ material.setTexture(0, tsrc->getTexture(imagename));
+ material.TextureLayer[0].TextureWrapU = video::ETC_CLAMP_TO_EDGE;
+ material.TextureLayer[0].TextureWrapV = video::ETC_CLAMP_TO_EDGE;
material.MaterialType = m_material_type;
material.setFlag(video::EMF_BACK_FACE_CULLING, true);
// Enable bi/trilinear filtering only for high resolution textures
#if (IRRLICHT_VERSION_MAJOR >= 1 && IRRLICHT_VERSION_MINOR >= 8) || IRRLICHT_VERSION_MAJOR >= 2
material.setFlag(video::EMF_USE_MIP_MAPS, false);
#endif
-
-#if 0
-//// TODO(RealBadAngel): Reactivate when shader is added for wield items
- if (m_enable_shaders)
- material.setTexture(2, tsrc->getTexture("disable_img.png"));
-#endif
+ if (m_enable_shaders) {
+ material.setTexture(2, tsrc->getShaderFlagsTexture(false, true, true));
+ }
}
void WieldMeshSceneNode::setItem(const ItemStack &item, IGameDef *gamedef)
{
ITextureSource *tsrc = gamedef->getTextureSource();
IItemDefManager *idef = gamedef->getItemDefManager();
- //IShaderSource *shdrsrc = gamedef->getShaderSource();
+ IShaderSource *shdrsrc = gamedef->getShaderSource();
INodeDefManager *ndef = gamedef->getNodeDefManager();
const ItemDefinition &def = item.getDefinition(idef);
const ContentFeatures &f = ndef->get(def.name);
content_t id = ndef->getId(def.name);
-#if 0
-//// TODO(RealBadAngel): Reactivate when shader is added for wield items
if (m_enable_shaders) {
- u32 shader_id = shdrsrc->getShader("nodes_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
+ u32 shader_id = shdrsrc->getShader("wielded_shader", TILE_MATERIAL_BASIC, NDT_NORMAL);
m_material_type = shdrsrc->getShaderInfo(shader_id).material;
}
-#endif
// If wield_image is defined, it overrides everything else
if (def.wield_image != "") {
} else if (f.drawtype == NDT_NORMAL || f.drawtype == NDT_ALLFACES) {
setCube(f.tiles, def.wield_scale, tsrc);
} else {
- //// TODO: Change false in the following constructor args to
- //// appropriate value when shader is added for wield items (if applicable)
MeshMakeData mesh_make_data(gamedef, false);
MapNode mesh_make_node(id, 255, 0);
mesh_make_data.fillSingleNode(&mesh_make_node);
material.setTexture(0, f.tiles[i].texture);
}
material.MaterialType = m_material_type;
-#if 0
-//// TODO(RealBadAngel): Reactivate when shader is added for wield items
if (m_enable_shaders) {
if (f.tiles[i].normal_texture) {
if (animated) {
} else {
material.setTexture(1, f.tiles[i].normal_texture);
}
- material.setTexture(2, tsrc->getTexture("enable_img.png"));
- } else {
- material.setTexture(2, tsrc->getTexture("disable_img.png"));
}
+ material.setTexture(2, f.tiles[i].flags_texture);
}
-#endif
}
return;
}
{
assert(!m_lighting);
setMeshColor(m_meshnode->getMesh(), color);
+ shadeMeshFaces(m_meshnode->getMesh());
}
void WieldMeshSceneNode::render()
// Must only be used if the constructor was called with lighting = false
void setColor(video::SColor color);
+ scene::IMesh *getMesh()
+ { return m_meshnode->getMesh(); }
+
virtual void render();
virtual const core::aabbox3d<f32>& getBoundingBox() const