Normal maps generation on the fly.
authorRealBadAngel <maciej.kasatkin@yahoo.com>
Fri, 21 Mar 2014 00:32:00 +0000 (01:32 +0100)
committerRealBadAngel <maciej.kasatkin@yahoo.com>
Fri, 21 Mar 2014 00:32:00 +0000 (01:32 +0100)
Parallax mapping with slope information.
Overriding normal maps.

16 files changed:
builtin/mainmenu.lua
client/shaders/alpha_shader/opengl_fragment.glsl
client/shaders/alpha_shader/opengl_vertex.glsl
client/shaders/leaves_shader/opengl_fragment.glsl
client/shaders/leaves_shader/opengl_vertex.glsl
client/shaders/liquids_shader/opengl_fragment.glsl
client/shaders/liquids_shader/opengl_vertex.glsl
client/shaders/plants_shader/opengl_fragment.glsl
client/shaders/plants_shader/opengl_vertex.glsl
client/shaders/solids_shader/opengl_fragment.glsl
client/shaders/solids_shader/opengl_vertex.glsl
minetest.conf.example
src/defaultsettings.cpp
src/game.cpp
src/mapblock_mesh.cpp
src/shader.cpp

index ad8b37ee04911860ac095fbaf123034145e2d568..e9c8e8137a962e48488fc9dd27ab1e0da94abbf4 100644 (file)
@@ -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
 
 --------------------------------------------------------------------------------
index 6ed00be251008215429b2bc48a617912e1f8e382..4359a8c8c4e32107954d5c49d116277e1a70755e 100644 (file)
-uniform sampler2D baseTexture;\r
-uniform sampler2D normalTexture;\r
-uniform sampler2D useNormalmap;\r
-\r
-uniform vec4 skyBgColor;\r
-uniform float fogDistance;\r
-uniform vec3 eyePosition;\r
-\r
-varying vec3 vPosition;\r
-varying vec3 eyeVec;\r
-\r
-#ifdef ENABLE_PARALLAX_OCCLUSION\r
-varying vec3 tsEyeVec;\r
-#endif\r
-\r
-const float e = 2.718281828459;\r
-\r
-void main (void)\r
-{\r
-       vec3 color;\r
-       vec2 uv = gl_TexCoord[0].st;\r
-\r
-#ifdef USE_NORMALMAPS\r
-       float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;\r
-#endif\r
-\r
-#ifdef ENABLE_PARALLAX_OCCLUSION\r
-       float height;\r
-       vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);\r
-\r
-       if (use_normalmap > 0.0) {\r
-               float map_height = texture2D(normalTexture, uv).a;\r
-                       if (map_height < 1.0){\r
-                               float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS;\r
-                               uv = uv + height * tsEye;\r
-                       }\r
-       }\r
-#endif\r
-\r
-#ifdef ENABLE_BUMPMAPPING\r
-       if (use_normalmap > 0.0) {\r
-               vec3 base = texture2D(baseTexture, uv).rgb;\r
-               vec3 vVec = normalize(eyeVec);\r
-               vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);\r
-               vec3 R = reflect(-vVec, bump);\r
-               vec3 lVec = normalize(vVec);\r
-               float diffuse = max(dot(lVec, bump), 0.0);\r
-               float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);\r
-               color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;\r
-       } else {\r
-               color = texture2D(baseTexture, uv).rgb;\r
-       }\r
-#else\r
-       color = texture2D(baseTexture, uv).rgb;\r
-#endif\r
-\r
-       float alpha = texture2D(baseTexture, uv).a;\r
-       vec4 col = vec4(color.r, color.g, color.b, alpha);\r
-       col *= gl_Color;\r
-       col = col * col; // SRGB -> Linear\r
-       col *= 1.8;\r
-       col.r = 1.0 - exp(1.0 - col.r) / e;\r
-       col.g = 1.0 - exp(1.0 - col.g) / e;\r
-       col.b = 1.0 - exp(1.0 - col.b) / e;\r
-       col = sqrt(col); // Linear -> SRGB\r
-       if(fogDistance != 0.0){\r
-               float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));\r
-               col = mix(col, skyBgColor, d);\r
-       }\r
-    gl_FragColor = vec4(col.r, col.g, col.b, alpha);\r
-}\r
+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);
+}
index e359955d08edf144e3cab0bde558f82a79c45acc..356ba2eb97e7b9eb71cf4cd082201ae5287b4680 100644 (file)
@@ -1,27 +1,33 @@
 uniform mat4 mWorldViewProj;\r
 uniform mat4 mInvWorld;\r
 uniform mat4 mTransWorld;\r
+uniform mat4 mWorld;\r
+\r
 uniform float dayNightRatio;\r
 \r
 uniform vec3 eyePosition;\r
 \r
 varying vec3 vPosition;\r
+varying vec3 worldPosition;\r
+\r
 varying vec3 eyeVec;\r
+varying vec3 lightVec;\r
 \r
-#ifdef ENABLE_PARALLAX_OCCLUSION\r
 varying vec3 tsEyeVec;\r
-#endif\r
+varying vec3 tsLightVec;\r
+\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
-       vPosition = (mWorldViewProj * gl_Vertex).xyz;\r
-       eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;\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
-#ifdef ENABLE_PARALLAX_OCCLUSION\r
-       vec3 normal,tangent,binormal;\r
+       vec3 normal, tangent, binormal;\r
        normal = normalize(gl_NormalMatrix * gl_Normal);\r
-\r
        if (gl_Normal.x > 0.5) {\r
                //  1.0,  0.0,  0.0\r
                tangent  = normalize(gl_NormalMatrix * vec3( 0.0,  0.0, -1.0));\r
@@ -47,25 +53,20 @@ void main(void)
                tangent  = normalize(gl_NormalMatrix * vec3(-1.0,  0.0,  0.0));\r
                binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0,  0.0));\r
        }\r
-\r
        mat3 tbnMatrix = mat3(  tangent.x, binormal.x, normal.x,\r
                                                        tangent.y, binormal.y, normal.y,\r
                                                        tangent.z, binormal.z, normal.z);\r
 \r
-       tsEyeVec = normalize(eyeVec * tbnMatrix);\r
-#endif\r
+       lightVec = sunPosition - worldPosition;\r
+       tsLightVec = lightVec * tbnMatrix;\r
+       eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;\r
+       tsEyeVec = eyeVec * tbnMatrix;\r
 \r
        vec4 color;\r
-       //color = vec4(1.0, 1.0, 1.0, 1.0);\r
-\r
        float day = gl_Color.r;\r
        float night = gl_Color.g;\r
        float light_source = gl_Color.b;\r
 \r
-       /*color.r = mix(night, day, dayNightRatio);\r
-       color.g = color.r;\r
-       color.b = color.r;*/\r
-\r
        float rg = mix(night, day, dayNightRatio);\r
        rg += light_source * 2.5; // Make light sources brighter\r
        float b = rg;\r
@@ -90,13 +91,8 @@ void main(void)
        color = color * color; // SRGB -> Linear\r
        if(gl_Normal.y <= 0.5)\r
                color *= 0.6;\r
-               //color *= 0.7;\r
        color = sqrt(color); // Linear -> SRGB\r
-\r
        color.a = gl_Color.a;\r
 \r
        gl_FrontColor = gl_BackColor = color;\r
-\r
-       gl_TexCoord[0] = gl_MultiTexCoord0;\r
-\r
 }\r
index 31981f9b9aa51476757730eaf8dad1dad63cc4a2..1db798070a3c03e1c9ace47596ed17794b1cc365 100644 (file)
-uniform sampler2D baseTexture;\r
-uniform sampler2D normalTexture;\r
-uniform sampler2D useNormalmap;\r
-\r
-uniform vec4 skyBgColor;\r
-uniform float fogDistance;\r
-uniform vec3 eyePosition;\r
-\r
-varying vec3 vPosition;\r
-varying vec3 eyeVec;\r
-\r
-const float e = 2.718281828459;\r
-\r
-void main (void)\r
-{\r
-       vec3 color;\r
-       vec2 uv = gl_TexCoord[0].st;\r
-\r
-#ifdef USE_NORMALMAPS\r
-       float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;\r
-#endif\r
-\r
-#ifdef ENABLE_BUMPMAPPING\r
-       if (use_normalmap > 0.0) {\r
-               vec3 base = texture2D(baseTexture, uv).rgb;\r
-               vec3 vVec = normalize(eyeVec);\r
-               vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);\r
-               vec3 R = reflect(-vVec, bump);\r
-               vec3 lVec = normalize(vVec);\r
-               float diffuse = max(dot(lVec, bump), 0.0);\r
-               float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);\r
-               color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;\r
-       } else {\r
-               color = texture2D(baseTexture, uv).rgb;\r
-       }\r
-#else\r
-       color = texture2D(baseTexture, uv).rgb;\r
-#endif\r
-\r
-       float alpha = texture2D(baseTexture, uv).a;\r
-       vec4 col = vec4(color.r, color.g, color.b, alpha);\r
-       col *= gl_Color;\r
-       col = col * col; // SRGB -> Linear\r
-       col *= 1.8;\r
-       col.r = 1.0 - exp(1.0 - col.r) / e;\r
-       col.g = 1.0 - exp(1.0 - col.g) / e;\r
-       col.b = 1.0 - exp(1.0 - col.b) / e;\r
-       col = sqrt(col); // Linear -> SRGB\r
-       if(fogDistance != 0.0){\r
-               float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));\r
-               col = mix(col, skyBgColor, d);\r
-       }\r
-    gl_FragColor = vec4(col.r, col.g, col.b, alpha);\r
-}\r
+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);
+}
index 3702b1b50eb39d61a327aaab8aba8dd67ad68900..30ad00b823f719cd4fcc6a0f81d7b538fc2d73d5 100644 (file)
@@ -1,13 +1,20 @@
 uniform mat4 mWorldViewProj;\r
 uniform mat4 mInvWorld;\r
 uniform mat4 mTransWorld;\r
+uniform mat4 mWorld;\r
+\r
 uniform float dayNightRatio;\r
 uniform float animationTimer;\r
 \r
 uniform vec3 eyePosition;\r
 \r
 varying vec3 vPosition;\r
+varying vec3 worldPosition;\r
+\r
 varying vec3 eyeVec;\r
+varying vec3 lightVec;\r
+\r
+const float BS = 10.0;\r
 \r
 #ifdef ENABLE_WAVING_LEAVES\r
 float smoothCurve( float x ) {\r
@@ -27,7 +34,7 @@ void main(void)
 \r
 #ifdef ENABLE_WAVING_LEAVES\r
        vec4 pos = gl_Vertex;\r
-       vec4 pos2 = mTransWorld*gl_Vertex;\r
+       vec4 pos2 = mWorld*gl_Vertex;\r
        pos.x += (smoothTriangleWave(animationTimer*10.0 + pos2.x * 0.01 + pos2.z * 0.01) * 2.0 - 1.0) * 0.4;\r
        pos.y += (smoothTriangleWave(animationTimer*15.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.2;\r
        pos.z += (smoothTriangleWave(animationTimer*10.0 + pos2.x * -0.01 + pos2.z * -0.01) * 2.0 - 1.0) * 0.4;\r
@@ -36,10 +43,13 @@ void main(void)
        gl_Position = mWorldViewProj * gl_Vertex;\r
 #endif\r
 \r
-       vPosition = (mWorldViewProj * gl_Vertex).xyz;\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
-\r
+       \r
        vec4 color;\r
        //color = vec4(1.0, 1.0, 1.0, 1.0);\r
 \r
@@ -75,13 +85,8 @@ void main(void)
        color = color * color; // SRGB -> Linear\r
        if(gl_Normal.y <= 0.5)\r
                color *= 0.6;\r
-               //color *= 0.7;\r
        color = sqrt(color); // Linear -> SRGB\r
-\r
        color.a = gl_Color.a;\r
 \r
        gl_FrontColor = gl_BackColor = color;\r
-\r
-       gl_TexCoord[0] = gl_MultiTexCoord0;\r
-\r
 }\r
index cab8d8e01413e480c87e0b5e8a6b0cdec0b235bd..e4082259a510b699b3b2824c4fbdd97a42d1834f 100644 (file)
@@ -1,54 +1,95 @@
-uniform sampler2D baseTexture;\r
-uniform sampler2D normalTexture;\r
-uniform sampler2D useNormalmap;\r
-\r
-uniform vec4 skyBgColor;\r
-uniform float fogDistance;\r
-uniform vec3 eyePosition;\r
-\r
-varying vec3 vPosition;\r
-varying vec3 eyeVec;\r
-\r
-const float e = 2.718281828459;\r
-\r
-void main (void)\r
-{\r
-       vec3 color;\r
-       vec2 uv = gl_TexCoord[0].st;\r
-\r
-#ifdef USE_NORMALMAPS\r
-       float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;\r
-#endif\r
-\r
-#ifdef ENABLE_BUMPMAPPING\r
-       if (use_normalmap > 0.0) {\r
-               vec3 base = texture2D(baseTexture, uv).rgb;\r
-               vec3 vVec = normalize(eyeVec);\r
-               vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);\r
-               vec3 R = reflect(-vVec, bump);\r
-               vec3 lVec = normalize(vVec);\r
-               float diffuse = max(dot(vec3(-1.0, -0.4, 0.5), bump), 0.0);\r
-               float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);\r
-               color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;\r
-       } else {\r
-               color = texture2D(baseTexture, uv).rgb;\r
-       }\r
-#else\r
-       color = texture2D(baseTexture, uv).rgb;\r
-#endif\r
-\r
-       float alpha = gl_Color.a;\r
-       vec4 col = vec4(color.r, color.g, color.b, alpha);\r
-       col *= gl_Color;\r
-       col = col * col; // SRGB -> Linear\r
-       col *= 1.8;\r
-       col.r = 1.0 - exp(1.0 - col.r) / e;\r
-       col.g = 1.0 - exp(1.0 - col.g) / e;\r
-       col.b = 1.0 - exp(1.0 - col.b) / e;\r
-       col = sqrt(col); // Linear -> SRGB\r
-       if(fogDistance != 0.0){\r
-               float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));\r
-               alpha = mix(alpha, 0.0, d);\r
-       }\r
-    gl_FragColor = vec4(col.r, col.g, col.b, alpha);\r
-}\r
+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);
+}
index e8f1858255b6f833e6ac12e762b1cc183ae37ad6..9d64ce4e30c8ac04ef495a0b1cca3f7c3cea8e3b 100644 (file)
@@ -1,40 +1,84 @@
 uniform mat4 mWorldViewProj;\r
 uniform mat4 mInvWorld;\r
 uniform mat4 mTransWorld;\r
+uniform mat4 mWorld;\r
+\r
 uniform float dayNightRatio;\r
 uniform float animationTimer;\r
 \r
 uniform vec3 eyePosition;\r
 \r
 varying vec3 vPosition;\r
+varying vec3 worldPosition;\r
+\r
 varying vec3 eyeVec;\r
+varying vec3 lightVec;\r
+\r
+varying vec3 tsEyeVec;\r
+varying vec3 tsLightVec;\r
+\r
+const float BS = 10.0;\r
 \r
 void main(void)\r
 {\r
+       gl_TexCoord[0] = gl_MultiTexCoord0;     \r
+\r
 #ifdef ENABLE_WAVING_WATER\r
        vec4 pos2 = gl_Vertex;\r
        pos2.y -= 2.0;\r
        pos2.y -= sin (pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) * WATER_WAVE_HEIGHT\r
                + sin ((pos2.z/WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH) / 7.0) * WATER_WAVE_HEIGHT;\r
        gl_Position = mWorldViewProj * pos2;\r
+       vPosition = gl_Position.xyz;\r
 #else\r
        gl_Position = mWorldViewProj * gl_Vertex;\r
+       vPosition = gl_Position.xyz;\r
 #endif\r
 \r
+       worldPosition = (mWorld * gl_Vertex).xyz;\r
+       vec3 sunPosition = vec3 (0.0, eyePosition.y * BS + 900.0, 0.0);\r
+\r
+       vec3 normal, tangent, binormal;\r
+       normal = normalize(gl_NormalMatrix * gl_Normal);\r
+       if (gl_Normal.x > 0.5) {\r
+               //  1.0,  0.0,  0.0\r
+               tangent  = normalize(gl_NormalMatrix * vec3( 0.0,  0.0, -1.0));\r
+               binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0,  0.0));\r
+       } else if (gl_Normal.x < -0.5) {\r
+               // -1.0,  0.0,  0.0\r
+               tangent  = normalize(gl_NormalMatrix * vec3( 0.0,  0.0,  1.0));\r
+               binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0,  0.0));\r
+       } else if (gl_Normal.y > 0.5) {\r
+               //  0.0,  1.0,  0.0\r
+               tangent  = normalize(gl_NormalMatrix * vec3( 1.0,  0.0,  0.0));\r
+               binormal = normalize(gl_NormalMatrix * vec3( 0.0,  0.0,  1.0));\r
+       } else if (gl_Normal.y < -0.5) {\r
+               //  0.0, -1.0,  0.0\r
+               tangent  = normalize(gl_NormalMatrix * vec3( 1.0,  0.0,  0.0));\r
+               binormal = normalize(gl_NormalMatrix * vec3( 0.0,  0.0,  1.0));\r
+       } else if (gl_Normal.z > 0.5) {\r
+               //  0.0,  0.0,  1.0\r
+               tangent  = normalize(gl_NormalMatrix * vec3( 1.0,  0.0,  0.0));\r
+               binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0,  0.0));\r
+       } else if (gl_Normal.z < -0.5) {\r
+               //  0.0,  0.0, -1.0\r
+               tangent  = normalize(gl_NormalMatrix * vec3(-1.0,  0.0,  0.0));\r
+               binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0,  0.0));\r
+       }\r
+       mat3 tbnMatrix = mat3(  tangent.x, binormal.x, normal.x,\r
+                                                       tangent.y, binormal.y, normal.y,\r
+                                                       tangent.z, binormal.z, normal.z);\r
+\r
+       lightVec = sunPosition - worldPosition;\r
+       tsLightVec = lightVec * tbnMatrix;\r
        eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;\r
-       vPosition = (mWorldViewProj * gl_Vertex).xyz;\r
+       tsEyeVec = eyeVec * tbnMatrix;\r
 \r
        vec4 color;\r
-       //color = vec4(1.0, 1.0, 1.0, 1.0);\r
-\r
        float day = gl_Color.r;\r
        float night = gl_Color.g;\r
        float light_source = gl_Color.b;\r
 \r
-       /*color.r = mix(night, day, dayNightRatio);\r
-       color.g = color.r;\r
-       color.b = color.r;*/\r
-\r
        float rg = mix(night, day, dayNightRatio);\r
        rg += light_source * 2.5; // Make light sources brighter\r
        float b = rg;\r
@@ -54,10 +98,13 @@ void main(void)
        color.r = clamp(rg,0.0,1.0);\r
        color.g = clamp(rg,0.0,1.0);\r
        color.b = clamp(b,0.0,1.0);\r
+\r
+       // Make sides and bottom darker than the top\r
+       color = color * color; // SRGB -> Linear\r
+       if(gl_Normal.y <= 0.5)\r
+               color *= 0.6;\r
+       color = sqrt(color); // Linear -> SRGB\r
        color.a = gl_Color.a;\r
 \r
        gl_FrontColor = gl_BackColor = color;\r
-\r
-       gl_TexCoord[0] = gl_MultiTexCoord0;\r
-\r
 }\r
index 31981f9b9aa51476757730eaf8dad1dad63cc4a2..817530a8348506d71520d85526e412aeb05cdf72 100644 (file)
@@ -1,54 +1,94 @@
-uniform sampler2D baseTexture;\r
-uniform sampler2D normalTexture;\r
-uniform sampler2D useNormalmap;\r
-\r
-uniform vec4 skyBgColor;\r
-uniform float fogDistance;\r
-uniform vec3 eyePosition;\r
-\r
-varying vec3 vPosition;\r
-varying vec3 eyeVec;\r
-\r
-const float e = 2.718281828459;\r
-\r
-void main (void)\r
-{\r
-       vec3 color;\r
-       vec2 uv = gl_TexCoord[0].st;\r
-\r
-#ifdef USE_NORMALMAPS\r
-       float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;\r
-#endif\r
-\r
-#ifdef ENABLE_BUMPMAPPING\r
-       if (use_normalmap > 0.0) {\r
-               vec3 base = texture2D(baseTexture, uv).rgb;\r
-               vec3 vVec = normalize(eyeVec);\r
-               vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);\r
-               vec3 R = reflect(-vVec, bump);\r
-               vec3 lVec = normalize(vVec);\r
-               float diffuse = max(dot(lVec, bump), 0.0);\r
-               float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);\r
-               color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;\r
-       } else {\r
-               color = texture2D(baseTexture, uv).rgb;\r
-       }\r
-#else\r
-       color = texture2D(baseTexture, uv).rgb;\r
-#endif\r
-\r
-       float alpha = texture2D(baseTexture, uv).a;\r
-       vec4 col = vec4(color.r, color.g, color.b, alpha);\r
-       col *= gl_Color;\r
-       col = col * col; // SRGB -> Linear\r
-       col *= 1.8;\r
-       col.r = 1.0 - exp(1.0 - col.r) / e;\r
-       col.g = 1.0 - exp(1.0 - col.g) / e;\r
-       col.b = 1.0 - exp(1.0 - col.b) / e;\r
-       col = sqrt(col); // Linear -> SRGB\r
-       if(fogDistance != 0.0){\r
-               float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));\r
-               col = mix(col, skyBgColor, d);\r
-       }\r
-    gl_FragColor = vec4(col.r, col.g, col.b, alpha);\r
-}\r
+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);
+}
index 7987fc16d5b011862227fc88faa9fddb89c2c437..a95c20242d2033f78dcae28072dd9ca415eddf30 100644 (file)
@@ -1,13 +1,20 @@
 uniform mat4 mWorldViewProj;\r
 uniform mat4 mInvWorld;\r
 uniform mat4 mTransWorld;\r
+uniform mat4 mWorld;\r
+\r
 uniform float dayNightRatio;\r
 uniform float animationTimer;\r
 \r
 uniform vec3 eyePosition;\r
 \r
 varying vec3 vPosition;\r
+varying vec3 worldPosition;\r
+\r
 varying vec3 eyeVec;\r
+varying vec3 lightVec;\r
+\r
+const float BS = 10.0;\r
 \r
 #ifdef ENABLE_WAVING_PLANTS\r
 float smoothCurve( float x ) {\r
@@ -23,12 +30,11 @@ float smoothTriangleWave( float x ) {
 \r
 void main(void)\r
 {\r
-\r
        gl_TexCoord[0] = gl_MultiTexCoord0;\r
 \r
 #ifdef ENABLE_WAVING_PLANTS\r
        vec4 pos = gl_Vertex;\r
-       vec4 pos2 = mTransWorld * gl_Vertex;\r
+       vec4 pos2 = mWorld * gl_Vertex;\r
        if (gl_TexCoord[0].y < 0.05) {\r
                pos.x += (smoothTriangleWave(animationTimer * 20.0 + pos2.x * 0.1 + pos2.z * 0.1) * 2.0 - 1.0) * 0.8;\r
                pos.y -= (smoothTriangleWave(animationTimer * 10.0 + pos2.x * -0.5 + pos2.z * -0.5) * 2.0 - 1.0) * 0.4;\r
@@ -38,9 +44,13 @@ void main(void)
        gl_Position = mWorldViewProj * gl_Vertex;\r
 #endif\r
 \r
-       vPosition = (mWorldViewProj * gl_Vertex).xyz;\r
-       eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;\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
+       \r
        vec4 color;\r
        //color = vec4(1.0, 1.0, 1.0, 1.0);\r
 \r
@@ -76,11 +86,8 @@ void main(void)
        color = color * color; // SRGB -> Linear\r
        if(gl_Normal.y <= 0.5)\r
                color *= 0.6;\r
-               //color *= 0.7;\r
        color = sqrt(color); // Linear -> SRGB\r
-\r
        color.a = gl_Color.a;\r
 \r
        gl_FrontColor = gl_BackColor = color;\r
-\r
 }\r
index d81506a4f2efc2d076cec59a815fcb610c25691b..6370bf505131c792634aa08c00267121f1057707 100644 (file)
-uniform sampler2D baseTexture;\r
-uniform sampler2D normalTexture;\r
-uniform sampler2D useNormalmap;\r
-\r
-uniform vec4 skyBgColor;\r
-uniform float fogDistance;\r
-uniform vec3 eyePosition;\r
-\r
-varying vec3 vPosition;\r
-varying vec3 eyeVec;\r
-\r
-#ifdef ENABLE_PARALLAX_OCCLUSION\r
-varying vec3 tsEyeVec;\r
-#endif\r
-\r
-const float e = 2.718281828459;\r
-\r
-void main (void)\r
-{\r
-       vec3 color;\r
-       vec2 uv = gl_TexCoord[0].st;\r
-\r
-#ifdef USE_NORMALMAPS\r
-       float use_normalmap = texture2D(useNormalmap,vec2(1.0,1.0)).r;\r
-#endif\r
-\r
-#ifdef ENABLE_PARALLAX_OCCLUSION\r
-       float height;\r
-       vec2 tsEye = vec2(tsEyeVec.x,-tsEyeVec.y);\r
-\r
-       if (use_normalmap > 0.0) {\r
-               float map_height = texture2D(normalTexture, uv).a;\r
-                       if (map_height < 1.0){\r
-                               float height = PARALLAX_OCCLUSION_SCALE * map_height - PARALLAX_OCCLUSION_BIAS;\r
-                               uv = uv + height * tsEye;\r
-                       }\r
-       }\r
-#endif\r
-\r
-/* Steep parallax code, for future use\r
-       if ((parallaxMappingMode == 2.0) && (use_normalmap > 0.0)) {\r
-               const float numSteps = 40.0;\r
-               float height = 1.0;\r
-               float step = 1.0 / numSteps;\r
-               vec4 NB = texture2D(normalTexture, uv);\r
-               vec2 delta = tsEye * parallaxMappingScale / numSteps;\r
-               for (float i = 0.0; i < numSteps; i++) {\r
-               if (NB.a < height) {\r
-                       height -= step;\r
-                       uv += delta;\r
-                       NB = texture2D(normalTexture, uv);\r
-               } else {\r
-                       break;\r
-               }\r
-               }\r
-       }\r
-*/\r
-\r
-#ifdef ENABLE_BUMPMAPPING\r
-       if (use_normalmap > 0.0) {\r
-               vec3 base = texture2D(baseTexture, uv).rgb;\r
-               vec3 vVec = normalize(eyeVec);\r
-               vec3 bump = normalize(texture2D(normalTexture, uv).xyz * 2.0 - 1.0);\r
-               vec3 R = reflect(-vVec, bump);\r
-               vec3 lVec = normalize(vVec);\r
-               float diffuse = max(dot(lVec, bump), 0.0);\r
-               float specular = pow(clamp(dot(R, lVec), 0.0, 1.0),1.0);\r
-               color = mix (base,diffuse*base,1.0) + 0.1 * specular * diffuse;\r
-       } else {\r
-               color = texture2D(baseTexture, uv).rgb;\r
-       }\r
-#else\r
-       color = texture2D(baseTexture, uv).rgb;\r
-#endif\r
-\r
-       float alpha = texture2D(baseTexture, uv).a;\r
-       vec4 col = vec4(color.r, color.g, color.b, alpha);\r
-       col *= gl_Color;\r
-       col = col * col; // SRGB -> Linear\r
-       col *= 1.8;\r
-       col.r = 1.0 - exp(1.0 - col.r) / e;\r
-       col.g = 1.0 - exp(1.0 - col.g) / e;\r
-       col.b = 1.0 - exp(1.0 - col.b) / e;\r
-       col = sqrt(col); // Linear -> SRGB\r
-       if(fogDistance != 0.0){\r
-               float d = max(0.0, min(vPosition.z / fogDistance * 1.5 - 0.6, 1.0));\r
-               col = mix(col, skyBgColor, d);\r
-       }\r
-    gl_FragColor = vec4(col.r, col.g, col.b, alpha);\r
-}\r
+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);
+}
index e359955d08edf144e3cab0bde558f82a79c45acc..356ba2eb97e7b9eb71cf4cd082201ae5287b4680 100644 (file)
@@ -1,27 +1,33 @@
 uniform mat4 mWorldViewProj;\r
 uniform mat4 mInvWorld;\r
 uniform mat4 mTransWorld;\r
+uniform mat4 mWorld;\r
+\r
 uniform float dayNightRatio;\r
 \r
 uniform vec3 eyePosition;\r
 \r
 varying vec3 vPosition;\r
+varying vec3 worldPosition;\r
+\r
 varying vec3 eyeVec;\r
+varying vec3 lightVec;\r
 \r
-#ifdef ENABLE_PARALLAX_OCCLUSION\r
 varying vec3 tsEyeVec;\r
-#endif\r
+varying vec3 tsLightVec;\r
+\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
-       vPosition = (mWorldViewProj * gl_Vertex).xyz;\r
-       eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;\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
-#ifdef ENABLE_PARALLAX_OCCLUSION\r
-       vec3 normal,tangent,binormal;\r
+       vec3 normal, tangent, binormal;\r
        normal = normalize(gl_NormalMatrix * gl_Normal);\r
-\r
        if (gl_Normal.x > 0.5) {\r
                //  1.0,  0.0,  0.0\r
                tangent  = normalize(gl_NormalMatrix * vec3( 0.0,  0.0, -1.0));\r
@@ -47,25 +53,20 @@ void main(void)
                tangent  = normalize(gl_NormalMatrix * vec3(-1.0,  0.0,  0.0));\r
                binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0,  0.0));\r
        }\r
-\r
        mat3 tbnMatrix = mat3(  tangent.x, binormal.x, normal.x,\r
                                                        tangent.y, binormal.y, normal.y,\r
                                                        tangent.z, binormal.z, normal.z);\r
 \r
-       tsEyeVec = normalize(eyeVec * tbnMatrix);\r
-#endif\r
+       lightVec = sunPosition - worldPosition;\r
+       tsLightVec = lightVec * tbnMatrix;\r
+       eyeVec = (gl_ModelViewMatrix * gl_Vertex).xyz;\r
+       tsEyeVec = eyeVec * tbnMatrix;\r
 \r
        vec4 color;\r
-       //color = vec4(1.0, 1.0, 1.0, 1.0);\r
-\r
        float day = gl_Color.r;\r
        float night = gl_Color.g;\r
        float light_source = gl_Color.b;\r
 \r
-       /*color.r = mix(night, day, dayNightRatio);\r
-       color.g = color.r;\r
-       color.b = color.r;*/\r
-\r
        float rg = mix(night, day, dayNightRatio);\r
        rg += light_source * 2.5; // Make light sources brighter\r
        float b = rg;\r
@@ -90,13 +91,8 @@ void main(void)
        color = color * color; // SRGB -> Linear\r
        if(gl_Normal.y <= 0.5)\r
                color *= 0.6;\r
-               //color *= 0.7;\r
        color = sqrt(color); // Linear -> SRGB\r
-\r
        color.a = gl_Color.a;\r
 \r
        gl_FrontColor = gl_BackColor = color;\r
-\r
-       gl_TexCoord[0] = gl_MultiTexCoord0;\r
-\r
 }\r
index 71a945b501737f9a0b48f3636ec591a45442331f..f728d6c88168b0b81666c82c34e3d89e8edf0e00 100644 (file)
 # 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
index 6b291bd2be1d42b1e80a449da447d059df5b331f..b08d79aee84c8e44d559345d7154889b13049514 100644 (file)
@@ -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");
index 0a9dcfdae2c4c554ad32ff4f777f6eceedd31bf7..761f65f83061888e85479dce1db099a1f9d56308 100644 (file)
@@ -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
index ef05acbb7ceaf8772f31416111c52a1263c1089f..9cd99fcb71c981b7561ae7fd915b900e84e26b1e 100644 (file)
@@ -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"));
+                                       }
                                }
                        }
        }
index d29c9d3a707e9166bd2a2a0ee26b471b2ddb254e..4006e256f52c5927c83e08a68e40b23798050fdd 100644 (file)
@@ -240,12 +240,20 @@ public:
                        services->setVertexShaderConstant(worldViewProj.pointer(), 4, 4);
 
                // set transposed world matrix
+               core::matrix4 transWorld = driver->getTransform(video::ETS_WORLD);
+               transWorld = transWorld.getTransposed();
+               if(is_highlevel)
+                       services->setVertexShaderConstant("mTransWorld", transWorld.pointer(), 16);
+               else
+                       services->setVertexShaderConstant(transWorld.pointer(), 8, 4);
+
+               // set world matrix
                core::matrix4 world = driver->getTransform(video::ETS_WORLD);
-               world = world.getTransposed();
                if(is_highlevel)
-                       services->setVertexShaderConstant("mTransWorld", world.pointer(), 16);
+                       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";