From ed4cc81c23e594c89d17cac3c4a1e3649894a398 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Gef=C3=BCllte=20Taubenbrust?= <72752000+GefullteTaubenbrust2@users.noreply.github.com> Date: Thu, 29 Aug 2024 17:35:35 +0200 Subject: [PATCH] Minimap shenanigans Half broken lol --- .../minimap_shader/opengl_fragment.glsl | 21 +++++++++++-------- src/client/game.cpp | 3 +++ src/client/minimap.cpp | 5 +++-- 3 files changed, 18 insertions(+), 11 deletions(-) diff --git a/client/shaders/minimap_shader/opengl_fragment.glsl b/client/shaders/minimap_shader/opengl_fragment.glsl index 3f6b041da..88c827138 100644 --- a/client/shaders/minimap_shader/opengl_fragment.glsl +++ b/client/shaders/minimap_shader/opengl_fragment.glsl @@ -1,16 +1,17 @@ uniform sampler2D baseTexture; uniform sampler2D normalTexture; uniform vec3 yawVec; +uniform float mapSize; varying lowp vec4 varColor; varying mediump vec2 varTexCoord; void main (void) { - vec2 uv = varTexCoord.st; + vec2 uv = varTexCoord; //texture sampling rate - const float step = 1.0 / 256.0; + float step = 1.0 / mapSize; float tl = texture2D(normalTexture, vec2(uv.x - step, uv.y + step)).r; float t = texture2D(normalTexture, vec2(uv.x, uv.y + step)).r; float tr = texture2D(normalTexture, vec2(uv.x + step, uv.y + step)).r; @@ -19,17 +20,19 @@ void main (void) float b = texture2D(normalTexture, vec2(uv.x, uv.y - step)).r; float bl = texture2D(normalTexture, vec2(uv.x - step, uv.y - step)).r; float l = texture2D(normalTexture, vec2(uv.x - step, uv.y )).r; - float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl); - float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr); - vec4 bump = vec4 (normalize(vec3 (dX, dY, 0.1)),1.0); + float c = texture2D(normalTexture, vec2(uv.x , uv.y )).r; + float AO = 50.0 * (clamp(t - c, -0.001, 0.001) + clamp(b - c, -0.001, 0.001) + clamp(r - c, -0.001, 0.001) + clamp(l - c, -0.001, 0.001)); + float dX = 4.0 * (l - r); + float dY = 4.0 * (t - b); + vec3 bump = normalize(vec3 (dX, dY, 0.1)); float height = 2.0 * texture2D(normalTexture, vec2(uv.x, uv.y)).r - 1.0; vec4 base = texture2D(baseTexture, uv).rgba; - vec3 L = normalize(vec3(0.0, 0.75, 1.0)); + vec3 L = normalize(vec3(0.0, 0.0, 1.0)); float specular = pow(clamp(dot(reflect(L, bump.xyz), yawVec), 0.0, 1.0), 1.0); - float diffuse = dot(yawVec, bump.xyz); + float diffuse = dot(yawVec, bump); - vec3 color = (1.1 * diffuse + 0.05 * height + 0.5 * specular) * base.rgb; - vec4 col = vec4(color.rgb, base.a); + vec3 color = (1.1 * diffuse + 0.05 * height + 0.5 * specular + AO) * base.rgb; + vec4 col = vec4(color, base.a); col *= varColor; gl_FragColor = vec4(col.rgb, base.a); } diff --git a/src/client/game.cpp b/src/client/game.cpp index 8a8fc29a4..0de80dfbb 100644 --- a/src/client/game.cpp +++ b/src/client/game.cpp @@ -384,6 +384,7 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter CachedPixelShaderSetting m_artificial_light{ "artificialLight" }; CachedPixelShaderSetting m_day_light{"dayLight"}; CachedPixelShaderSetting m_minimap_yaw{"yawVec"}; + CachedPixelShaderSetting m_minimap_size{"mapSize"}; CachedVertexShaderSetting m_camera_offset_vertex{"cameraOffset"}; CachedPixelShaderSetting m_camera_offset_pixel{ "cameraOffset" }; CachedVertexShaderSetting m_camera_position_vertex{"cameraPosition"}; @@ -507,6 +508,8 @@ public: if (m_client->getMinimap()) { v3f minimap_yaw = m_client->getMinimap()->getYawVec(); m_minimap_yaw.set(minimap_yaw, services); + float minimap_size = m_client->getMinimap()->getModeDef().map_size; + m_minimap_size.set(&minimap_size, services); } v3f offset = intToFloat(m_client->getCamera()->getOffset(), BS); diff --git a/src/client/minimap.cpp b/src/client/minimap.cpp index afac89843..bc43b7221 100644 --- a/src/client/minimap.cpp +++ b/src/client/minimap.cpp @@ -607,8 +607,8 @@ void Minimap::drawMinimap(core::rect rect) video::SMaterial &material = m_meshbuffer->getMaterial(); material.forEachTexture([] (auto &tex) { - tex.MinFilter = video::ETMINF_LINEAR_MIPMAP_LINEAR; - tex.MagFilter = video::ETMAGF_LINEAR; + tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST; + tex.MagFilter = video::ETMAGF_NEAREST; }); material.Lighting = false; material.TextureLayers[0].Texture = minimap_texture; @@ -648,6 +648,7 @@ void Minimap::drawMinimap(core::rect rect) driver->setTransform(video::ETS_WORLD, matrix); driver->setMaterial(material); driver->drawMeshBuffer(m_meshbuffer); + driver->drawMeshBuffer(m_meshbuffer); // Reset transformations driver->setTransform(video::ETS_VIEW, oldViewMat);