mirror of
https://github.com/luanti-org/luanti.git
synced 2025-07-22 17:18:39 +00:00
Improved parallax mapping. Generate heightmaps on the fly.
This commit is contained in:
parent
d105bf27dd
commit
43fcfbfe05
11 changed files with 310 additions and 241 deletions
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@ -539,7 +539,7 @@ void ClientMap::renderMap(video::IVideoDriver* driver, s32 pass)
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MapBlockMesh *mapBlockMesh = block->mesh;
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assert(mapBlockMesh);
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scene::SMesh *mesh = mapBlockMesh->getMesh();
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scene::IMesh *mesh = mapBlockMesh->getMesh();
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assert(mesh);
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u32 c = mesh->getMeshBufferCount();
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@ -160,8 +160,10 @@ void set_default_settings(Settings *settings)
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settings->setDefault("generate_normalmaps", "false");
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settings->setDefault("normalmaps_strength", "0.6");
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settings->setDefault("normalmaps_smooth", "1");
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settings->setDefault("parallax_occlusion_scale", "0.06");
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settings->setDefault("parallax_occlusion_bias", "0.03");
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settings->setDefault("parallax_occlusion_mode", "1");
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settings->setDefault("parallax_occlusion_iterations", "4");
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settings->setDefault("parallax_occlusion_scale", "0.08");
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settings->setDefault("parallax_occlusion_bias", "0.04");
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settings->setDefault("enable_waving_water", "false");
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settings->setDefault("water_wave_height", "1.0");
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settings->setDefault("water_wave_length", "20.0");
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@ -30,6 +30,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "shader.h"
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#include "settings.h"
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#include "util/directiontables.h"
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#include <IMeshManipulator.h>
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static void applyFacesShading(video::SColor& color, float factor)
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{
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@ -1028,6 +1029,8 @@ static void updateAllFastFaceRows(MeshMakeData *data,
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MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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m_mesh(new scene::SMesh()),
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m_gamedef(data->m_gamedef),
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m_tsrc(m_gamedef->getTextureSource()),
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m_shdrsrc(m_gamedef->getShaderSource()),
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m_animation_force_timer(0), // force initial animation
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m_last_crack(-1),
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m_crack_materials(),
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@ -1110,8 +1113,6 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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/*
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Convert MeshCollector to SMesh
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*/
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ITextureSource *tsrc = m_gamedef->tsrc();
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IShaderSource *shdrsrc = m_gamedef->getShaderSource();
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for(u32 i = 0; i < collector.prebuffers.size(); i++)
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{
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@ -1123,13 +1124,13 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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{
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// Find the texture name plus ^[crack:N:
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std::ostringstream os(std::ios::binary);
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os<<tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
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os<<m_tsrc->getTextureName(p.tile.texture_id)<<"^[crack";
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if(p.tile.material_flags & MATERIAL_FLAG_CRACK_OVERLAY)
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os<<"o"; // use ^[cracko
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os<<":"<<(u32)p.tile.animation_frame_count<<":";
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m_crack_materials.insert(std::make_pair(i, os.str()));
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// Replace tile texture with the cracked one
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p.tile.texture = tsrc->getTextureForMesh(
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p.tile.texture = m_tsrc->getTextureForMesh(
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os.str()+"0",
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&p.tile.texture_id);
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}
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@ -1158,20 +1159,21 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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for(u32 j = 0; j < p.vertices.size(); j++)
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{
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video::S3DVertexTangents *vertex = &p.vertices[j];
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// Note applyFacesShading second parameter is precalculated sqrt
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// value for speed improvement
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// Skip it for lightsources and top faces.
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video::SColor &vc = p.vertices[j].Color;
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video::SColor &vc = vertex->Color;
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if (!vc.getBlue()) {
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if (p.vertices[j].Normal.Y < -0.5) {
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if (vertex->Normal.Y < -0.5) {
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applyFacesShading (vc, 0.447213);
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} else if (p.vertices[j].Normal.X > 0.5) {
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} else if (vertex->Normal.X > 0.5) {
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applyFacesShading (vc, 0.670820);
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} else if (p.vertices[j].Normal.X < -0.5) {
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} else if (vertex->Normal.X < -0.5) {
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applyFacesShading (vc, 0.670820);
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} else if (p.vertices[j].Normal.Z > 0.5) {
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} else if (vertex->Normal.Z > 0.5) {
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applyFacesShading (vc, 0.836660);
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} else if (p.vertices[j].Normal.Z < -0.5) {
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} else if (vertex->Normal.Z < -0.5) {
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applyFacesShading (vc, 0.836660);
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}
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}
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@ -1199,33 +1201,30 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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material.MaterialType = video::EMT_TRANSPARENT_ADD_COLOR;
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} else {
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if (m_enable_shaders) {
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material.MaterialType = shdrsrc->getShaderInfo(p.tile.shader_id).material;
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material.MaterialType = m_shdrsrc->getShaderInfo(p.tile.shader_id).material;
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p.tile.applyMaterialOptionsWithShaders(material);
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if (p.tile.normal_texture) {
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material.setTexture(1, p.tile.normal_texture);
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material.setTexture(2, tsrc->getTextureForMesh("enable_img.png"));
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material.setTexture(2, m_tsrc->getTextureForMesh("enable_img.png"));
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} else {
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material.setTexture(2, tsrc->getTextureForMesh("disable_img.png"));
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material.setTexture(2, m_tsrc->getTextureForMesh("disable_img.png"));
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}
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} else {
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p.tile.applyMaterialOptions(material);
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}
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}
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// Create meshbuffer
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// This is a "Standard MeshBuffer",
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// it's a typedeffed CMeshBuffer<video::S3DVertex>
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scene::SMeshBuffer *buf = new scene::SMeshBuffer();
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// Set material
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buf->Material = material;
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// Add to mesh
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m_mesh->addMeshBuffer(buf);
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// Mesh grabbed it
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buf->drop();
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buf->append(&p.vertices[0], p.vertices.size(),
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&p.indices[0], p.indices.size());
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}
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// Create meshbuffer
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scene::SMeshBufferTangents *buf = new scene::SMeshBufferTangents();
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// Set material
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buf->Material = material;
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// Add to mesh
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m_mesh->addMeshBuffer(buf);
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// Mesh grabbed it
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buf->drop();
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buf->append(&p.vertices[0], p.vertices.size(),
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&p.indices[0], p.indices.size());
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}
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m_camera_offset = camera_offset;
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/*
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@ -1234,6 +1233,11 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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translateMesh(m_mesh, intToFloat(data->m_blockpos * MAP_BLOCKSIZE - camera_offset, BS));
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if (m_enable_shaders) {
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scene::IMeshManipulator* meshmanip = m_gamedef->getSceneManager()->getMeshManipulator();
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meshmanip->recalculateTangents(m_mesh, true, false, false);
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}
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if(m_mesh)
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{
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#if 0
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@ -1272,7 +1276,6 @@ MapBlockMesh::~MapBlockMesh()
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bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_ratio)
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{
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if(!m_has_animation)
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{
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m_animation_force_timer = 100000;
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@ -1292,12 +1295,11 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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std::string basename = i->second;
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// Create new texture name from original
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ITextureSource *tsrc = m_gamedef->getTextureSource();
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std::ostringstream os;
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os<<basename<<crack;
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u32 new_texture_id = 0;
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video::ITexture *new_texture =
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tsrc->getTextureForMesh(os.str(), &new_texture_id);
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m_tsrc->getTextureForMesh(os.str(), &new_texture_id);
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buf->getMaterial().setTexture(0, new_texture);
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// If the current material is also animated,
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@ -1333,16 +1335,15 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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m_animation_frames[i->first] = frame;
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scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
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ITextureSource *tsrc = m_gamedef->getTextureSource();
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FrameSpec animation_frame = tile.frames[frame];
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buf->getMaterial().setTexture(0, animation_frame.texture);
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if (m_enable_shaders) {
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if (animation_frame.normal_texture) {
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buf->getMaterial().setTexture(1, animation_frame.normal_texture);
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buf->getMaterial().setTexture(2, tsrc->getTextureForMesh("enable_img.png"));
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buf->getMaterial().setTexture(2, m_tsrc->getTextureForMesh("enable_img.png"));
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} else {
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buf->getMaterial().setTexture(2, tsrc->getTextureForMesh("disable_img.png"));
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buf->getMaterial().setTexture(2, m_tsrc->getTextureForMesh("disable_img.png"));
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}
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}
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}
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@ -1355,16 +1356,14 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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i != m_daynight_diffs.end(); i++)
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{
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scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(i->first);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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video::S3DVertexTangents *vertices = (video::S3DVertexTangents *)buf->getVertices();
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for(std::map<u32, std::pair<u8, u8 > >::iterator
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j = i->second.begin();
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j != i->second.end(); j++)
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{
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u32 vertexIndex = j->first;
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u8 day = j->second.first;
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u8 night = j->second.second;
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finalColorBlend(vertices[vertexIndex].Color,
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day, night, daynight_ratio);
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finalColorBlend(vertices[j->first].Color, day, night, daynight_ratio);
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}
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}
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m_last_daynight_ratio = daynight_ratio;
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@ -1388,7 +1387,7 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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i != m_highlighted_materials.end(); i++)
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{
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scene::IMeshBuffer *buf = m_mesh->getMeshBuffer(*i);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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video::S3DVertexTangents *vertices = (video::S3DVertexTangents*)buf->getVertices();
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for (u32 j = 0; j < buf->getVertexCount() ;j++)
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vertices[j].Color = hc;
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}
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@ -1413,42 +1412,40 @@ void MeshCollector::append(const TileSpec &tile,
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const video::S3DVertex *vertices, u32 numVertices,
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const u16 *indices, u32 numIndices)
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{
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if(numIndices > 65535)
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{
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if (numIndices > 65535) {
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dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
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return;
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}
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PreMeshBuffer *p = NULL;
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for(u32 i=0; i<prebuffers.size(); i++)
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{
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for (u32 i = 0; i < prebuffers.size(); i++) {
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PreMeshBuffer &pp = prebuffers[i];
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if(pp.tile != tile)
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if (pp.tile != tile)
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continue;
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if(pp.indices.size() + numIndices > 65535)
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if (pp.indices.size() + numIndices > 65535)
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continue;
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p = &pp;
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break;
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}
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if(p == NULL)
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{
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if (p == NULL) {
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PreMeshBuffer pp;
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pp.tile = tile;
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prebuffers.push_back(pp);
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p = &prebuffers[prebuffers.size()-1];
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p = &prebuffers[prebuffers.size() - 1];
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}
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u32 vertex_count = p->vertices.size();
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for(u32 i=0; i<numIndices; i++)
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{
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for (u32 i = 0; i < numIndices; i++) {
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u32 j = indices[i] + vertex_count;
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p->indices.push_back(j);
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}
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for(u32 i=0; i<numVertices; i++)
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{
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p->vertices.push_back(vertices[i]);
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for (u32 i = 0; i < numVertices; i++) {
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video::S3DVertexTangents vert(vertices[i].Pos, vertices[i].Normal,
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vertices[i].Color, vertices[i].TCoords);
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p->vertices.push_back(vert);
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}
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}
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@ -1461,15 +1458,13 @@ void MeshCollector::append(const TileSpec &tile,
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const u16 *indices, u32 numIndices,
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v3f pos, video::SColor c)
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{
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if(numIndices > 65535)
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{
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if (numIndices > 65535) {
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dstream<<"FIXME: MeshCollector::append() called with numIndices="<<numIndices<<" (limit 65535)"<<std::endl;
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return;
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}
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PreMeshBuffer *p = NULL;
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for(u32 i=0; i<prebuffers.size(); i++)
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{
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for (u32 i = 0; i < prebuffers.size(); i++) {
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PreMeshBuffer &pp = prebuffers[i];
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if(pp.tile != tile)
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continue;
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@ -1480,25 +1475,22 @@ void MeshCollector::append(const TileSpec &tile,
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break;
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}
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if(p == NULL)
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{
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if (p == NULL) {
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PreMeshBuffer pp;
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pp.tile = tile;
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prebuffers.push_back(pp);
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p = &prebuffers[prebuffers.size()-1];
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p = &prebuffers[prebuffers.size() - 1];
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}
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u32 vertex_count = p->vertices.size();
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for(u32 i=0; i<numIndices; i++)
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{
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for (u32 i = 0; i < numIndices; i++) {
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u32 j = indices[i] + vertex_count;
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p->indices.push_back(j);
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}
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for(u32 i=0; i<numVertices; i++)
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{
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video::S3DVertex vert = vertices[i];
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vert.Pos += pos;
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vert.Color = c;
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for (u32 i = 0; i < numVertices; i++) {
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video::S3DVertexTangents vert(vertices[i].Pos + pos, vertices[i].Normal,
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c, vertices[i].TCoords);
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p->vertices.push_back(vert);
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}
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}
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@ -26,6 +26,7 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include <map>
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class IGameDef;
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class IShaderSource;
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/*
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Mesh making stuff
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@ -123,6 +124,8 @@ public:
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private:
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scene::SMesh *m_mesh;
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IGameDef *m_gamedef;
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ITextureSource *m_tsrc;
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IShaderSource *m_shdrsrc;
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bool m_enable_shaders;
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bool m_enable_highlighting;
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@ -165,13 +168,12 @@ struct PreMeshBuffer
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{
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TileSpec tile;
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std::vector<u16> indices;
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std::vector<video::S3DVertex> vertices;
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std::vector<video::S3DVertexTangents> vertices;
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};
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struct MeshCollector
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{
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std::vector<PreMeshBuffer> prebuffers;
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void append(const TileSpec &material,
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const video::S3DVertex *vertices, u32 numVertices,
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const u16 *indices, u32 numIndices);
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67
src/mesh.cpp
67
src/mesh.cpp
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@ -94,26 +94,25 @@ scene::IAnimatedMesh* createCubeMesh(v3f scale)
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void scaleMesh(scene::IMesh *mesh, v3f scale)
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{
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if(mesh == NULL)
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if (mesh == NULL)
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return;
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core::aabbox3d<f32> bbox;
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bbox.reset(0,0,0);
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bbox.reset(0, 0, 0);
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u16 mc = mesh->getMeshBufferCount();
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for(u16 j=0; j<mc; j++)
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{
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u32 mc = mesh->getMeshBufferCount();
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for (u32 j = 0; j < mc; j++) {
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scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
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video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
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u16 vc = buf->getVertexCount();
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for(u16 i=0; i<vc; i++)
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{
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vertices[i].Pos *= scale;
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}
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const u32 stride = getVertexPitchFromType(buf->getVertexType());
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u32 vertex_count = buf->getVertexCount();
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u8 *vertices = (u8 *)buf->getVertices();
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for (u32 i = 0; i < vertex_count; i++)
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((video::S3DVertex *)(vertices + i * stride))->Pos *= scale;
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buf->recalculateBoundingBox();
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// calculate total bounding box
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if(j == 0)
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if (j == 0)
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bbox = buf->getBoundingBox();
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else
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bbox.addInternalBox(buf->getBoundingBox());
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@ -123,26 +122,25 @@ void scaleMesh(scene::IMesh *mesh, v3f scale)
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void translateMesh(scene::IMesh *mesh, v3f vec)
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{
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if(mesh == NULL)
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if (mesh == NULL)
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return;
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core::aabbox3d<f32> bbox;
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bbox.reset(0,0,0);
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bbox.reset(0, 0, 0);
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|
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u16 mc = mesh->getMeshBufferCount();
|
||||
for(u16 j=0; j<mc; j++)
|
||||
{
|
||||
u32 mc = mesh->getMeshBufferCount();
|
||||
for (u32 j = 0; j < mc; j++) {
|
||||
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
|
||||
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
|
||||
u16 vc = buf->getVertexCount();
|
||||
for(u16 i=0; i<vc; i++)
|
||||
{
|
||||
vertices[i].Pos += vec;
|
||||
}
|
||||
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 *)(vertices + i * stride))->Pos += vec;
|
||||
|
||||
buf->recalculateBoundingBox();
|
||||
|
||||
// calculate total bounding box
|
||||
if(j == 0)
|
||||
if (j == 0)
|
||||
bbox = buf->getBoundingBox();
|
||||
else
|
||||
bbox.addInternalBox(buf->getBoundingBox());
|
||||
|
@ -150,21 +148,20 @@ void translateMesh(scene::IMesh *mesh, v3f vec)
|
|||
mesh->setBoundingBox(bbox);
|
||||
}
|
||||
|
||||
|
||||
void setMeshColor(scene::IMesh *mesh, const video::SColor &color)
|
||||
{
|
||||
if(mesh == NULL)
|
||||
if (mesh == NULL)
|
||||
return;
|
||||
|
||||
u16 mc = mesh->getMeshBufferCount();
|
||||
for(u16 j=0; j<mc; j++)
|
||||
{
|
||||
|
||||
u32 mc = mesh->getMeshBufferCount();
|
||||
for (u32 j = 0; j < mc; j++) {
|
||||
scene::IMeshBuffer *buf = mesh->getMeshBuffer(j);
|
||||
video::S3DVertex *vertices = (video::S3DVertex*)buf->getVertices();
|
||||
u16 vc = buf->getVertexCount();
|
||||
for(u16 i=0; i<vc; i++)
|
||||
{
|
||||
vertices[i].Color = color;
|
||||
}
|
||||
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 *)(vertices + i * stride))->Color = color;
|
||||
}
|
||||
}
|
||||
|
||||
|
|
|
@ -680,42 +680,54 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
|
|||
shaders_header += itos(drawtype);
|
||||
shaders_header += "\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("generate_normalmaps")) {
|
||||
shaders_header += "#define GENERATE_NORMALMAPS 1\n";
|
||||
} else {
|
||||
shaders_header += "#define GENERATE_NORMALMAPS 0\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";
|
||||
|
||||
if (g_settings->getBool("enable_parallax_occlusion")){
|
||||
int mode = g_settings->getFloat("parallax_occlusion_mode");
|
||||
float scale = g_settings->getFloat("parallax_occlusion_scale");
|
||||
float bias = g_settings->getFloat("parallax_occlusion_bias");
|
||||
int iterations = g_settings->getFloat("parallax_occlusion_iterations");
|
||||
shaders_header += "#define ENABLE_PARALLAX_OCCLUSION\n";
|
||||
shaders_header += "#define PARALLAX_OCCLUSION_MODE ";
|
||||
shaders_header += itos(mode);
|
||||
shaders_header += "\n";
|
||||
shaders_header += "#define PARALLAX_OCCLUSION_SCALE ";
|
||||
shaders_header += ftos(g_settings->getFloat("parallax_occlusion_scale"));
|
||||
shaders_header += ftos(scale);
|
||||
shaders_header += "\n";
|
||||
shaders_header += "#define PARALLAX_OCCLUSION_BIAS ";
|
||||
shaders_header += ftos(g_settings->getFloat("parallax_occlusion_bias"));
|
||||
shaders_header += ftos(bias);
|
||||
shaders_header += "\n";
|
||||
shaders_header += "#define PARALLAX_OCCLUSION_ITERATIONS ";
|
||||
shaders_header += itos(iterations);
|
||||
shaders_header += "\n";
|
||||
}
|
||||
|
||||
|
@ -755,7 +767,6 @@ ShaderInfo generate_shader(std::string name, u8 material_type, u8 drawtype,
|
|||
vertex_program = shaders_header + vertex_program;
|
||||
if(geometry_program != "")
|
||||
geometry_program = shaders_header + geometry_program;
|
||||
|
||||
// Call addHighLevelShaderMaterial() or addShaderMaterial()
|
||||
const c8* vertex_program_ptr = 0;
|
||||
const c8* pixel_program_ptr = 0;
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue