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Minimap shenanigans
Half broken lol
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3 changed files with 18 additions and 11 deletions
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@ -1,16 +1,17 @@
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uniform sampler2D baseTexture;
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uniform sampler2D normalTexture;
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uniform vec3 yawVec;
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uniform float mapSize;
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varying lowp vec4 varColor;
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varying mediump vec2 varTexCoord;
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void main (void)
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{
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vec2 uv = varTexCoord.st;
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vec2 uv = varTexCoord;
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//texture sampling rate
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const float step = 1.0 / 256.0;
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float step = 1.0 / mapSize;
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float tl = texture2D(normalTexture, vec2(uv.x - step, uv.y + step)).r;
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float t = texture2D(normalTexture, vec2(uv.x, uv.y + step)).r;
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float tr = texture2D(normalTexture, vec2(uv.x + step, uv.y + step)).r;
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@ -19,17 +20,19 @@ void main (void)
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float b = texture2D(normalTexture, vec2(uv.x, uv.y - step)).r;
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float bl = texture2D(normalTexture, vec2(uv.x - step, uv.y - step)).r;
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float l = texture2D(normalTexture, vec2(uv.x - step, uv.y )).r;
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float dX = (tr + 2.0 * r + br) - (tl + 2.0 * l + bl);
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float dY = (bl + 2.0 * b + br) - (tl + 2.0 * t + tr);
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vec4 bump = vec4 (normalize(vec3 (dX, dY, 0.1)),1.0);
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float c = texture2D(normalTexture, vec2(uv.x , uv.y )).r;
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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));
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float dX = 4.0 * (l - r);
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float dY = 4.0 * (t - b);
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vec3 bump = normalize(vec3 (dX, dY, 0.1));
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float height = 2.0 * texture2D(normalTexture, vec2(uv.x, uv.y)).r - 1.0;
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vec4 base = texture2D(baseTexture, uv).rgba;
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vec3 L = normalize(vec3(0.0, 0.75, 1.0));
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vec3 L = normalize(vec3(0.0, 0.0, 1.0));
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float specular = pow(clamp(dot(reflect(L, bump.xyz), yawVec), 0.0, 1.0), 1.0);
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float diffuse = dot(yawVec, bump.xyz);
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float diffuse = dot(yawVec, bump);
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vec3 color = (1.1 * diffuse + 0.05 * height + 0.5 * specular) * base.rgb;
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vec4 col = vec4(color.rgb, base.a);
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vec3 color = (1.1 * diffuse + 0.05 * height + 0.5 * specular + AO) * base.rgb;
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vec4 col = vec4(color, base.a);
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col *= varColor;
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gl_FragColor = vec4(col.rgb, base.a);
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}
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@ -384,6 +384,7 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
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CachedPixelShaderSetting<float, 3> m_artificial_light{ "artificialLight" };
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CachedPixelShaderSetting<float, 3> m_day_light{"dayLight"};
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CachedPixelShaderSetting<float, 3> m_minimap_yaw{"yawVec"};
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CachedPixelShaderSetting<float> m_minimap_size{"mapSize"};
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CachedVertexShaderSetting<float, 3> m_camera_offset_vertex{"cameraOffset"};
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CachedPixelShaderSetting<float, 3> m_camera_offset_pixel{ "cameraOffset" };
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CachedVertexShaderSetting<float, 3> m_camera_position_vertex{"cameraPosition"};
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@ -507,6 +508,8 @@ public:
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if (m_client->getMinimap()) {
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v3f minimap_yaw = m_client->getMinimap()->getYawVec();
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m_minimap_yaw.set(minimap_yaw, services);
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float minimap_size = m_client->getMinimap()->getModeDef().map_size;
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m_minimap_size.set(&minimap_size, services);
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}
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v3f offset = intToFloat(m_client->getCamera()->getOffset(), BS);
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@ -607,8 +607,8 @@ void Minimap::drawMinimap(core::rect<s32> rect)
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video::SMaterial &material = m_meshbuffer->getMaterial();
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material.forEachTexture([] (auto &tex) {
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tex.MinFilter = video::ETMINF_LINEAR_MIPMAP_LINEAR;
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tex.MagFilter = video::ETMAGF_LINEAR;
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tex.MinFilter = video::ETMINF_NEAREST_MIPMAP_NEAREST;
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tex.MagFilter = video::ETMAGF_NEAREST;
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});
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material.Lighting = false;
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material.TextureLayers[0].Texture = minimap_texture;
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@ -648,6 +648,7 @@ void Minimap::drawMinimap(core::rect<s32> rect)
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driver->setTransform(video::ETS_WORLD, matrix);
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driver->setMaterial(material);
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driver->drawMeshBuffer(m_meshbuffer);
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driver->drawMeshBuffer(m_meshbuffer);
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// Reset transformations
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driver->setTransform(video::ETS_VIEW, oldViewMat);
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