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Fix relief mapping issues

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1 parent b30e8d8 commit 655fc6010ffd4be7de315be261df2a61d5d4538a @RealBadAngel RealBadAngel committed Jul 16, 2015
@@ -1,6 +1,6 @@
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
-uniform sampler2D useNormalmap;
+uniform sampler2D textureFlags;
uniform vec4 skyBgColor;
uniform float fogDistance;
@@ -15,19 +15,73 @@ varying vec3 tsEyeVec;
varying vec3 lightVec;
varying vec3 tsLightVec;
-bool normalTexturePresent = false;
+bool normalTexturePresent = false;
+bool texTileableHorizontal = false;
+bool texTileableVertical = false;
+bool texSeamless = false;
const float e = 2.718281828459;
const float BS = 10.0;
-
-float intensity (vec3 color)
+
+void get_texture_flags()
+{
+ vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
+ if (flags.r > 0.5) {
+ normalTexturePresent = true;
+ }
+ if (flags.g > 0.5) {
+ texTileableHorizontal = true;
+ }
+ if (flags.b > 0.5) {
+ texTileableVertical = true;
+ }
+ if (texTileableHorizontal && texTileableVertical) {
+ texSeamless = true;
+ }
+}
+
+vec2 validate_displacement(vec2 uv, vec2 ds, float dist)
+{
+ if (texSeamless) {
+ uv += dist * ds;
+ } else if (texTileableVertical == false) {
+ vec2 uv2 = uv + dist * ds;
+ // limit vertical texure displacement
+ if ((uv.y + uv2.y) < 0.0) {
+ uv.y = 0.0;
+ } else if ((uv.y + uv2.y) > 1.999) {
+ uv.y = 0.999;
+ } else {
+ uv.y = uv2.y;
+ }
+ uv.x = uv2.x;
+ } else {
+ vec2 uv2 = uv + dist * ds;
+ // limit horizontal texure displacement
+ if ((uv.x + uv2.x) < 0.0) {
+ uv.x = 0.0;
+ } else if ((uv.x + uv2.x) > 1.999) {
+ uv.x = 0.999;
+ } else {
+ uv.x = uv2.x;
+ }
+ uv.y = uv2.y;
+ }
+ return uv;
+}
+
+float intensity(vec3 color)
{
return (color.r + color.g + color.b) / 3.0;
}
-float get_rgb_height (vec2 uv)
+float get_rgb_height(vec2 uv)
{
- return intensity(texture2D(baseTexture,uv).rgb);
+ if (texSeamless) {
+ return intensity(texture2D(baseTexture, uv).rgb);
+ } else {
+ return intensity(texture2D(baseTexture, clamp(uv, 0.0, 0.999)).rgb);
+ }
}
vec4 get_normal_map(vec2 uv)
@@ -50,7 +104,8 @@ float find_intersection(vec2 dp, vec2 ds)
return depth;
}
-float find_intersectionRGB(vec2 dp, vec2 ds) {
+float find_intersectionRGB(vec2 dp, vec2 ds)
+{
const float depth_step = 1.0 / 24.0;
float depth = 1.0;
for (int i = 0 ; i < 24 ; i++) {
@@ -62,24 +117,19 @@ float find_intersectionRGB(vec2 dp, vec2 ds) {
return depth;
}
-void main (void)
+void main(void)
{
vec3 color;
vec4 bump;
vec2 uv = gl_TexCoord[0].st;
bool use_normalmap = false;
-
-#if USE_NORMALMAPS == 1
- if (texture2D(useNormalmap,vec2(1.0, 1.0)).r > 0.0) {
- normalTexturePresent = true;
- }
-#endif
+ get_texture_flags();
#ifdef ENABLE_PARALLAX_OCCLUSION
vec2 eyeRay = vec2 (tsEyeVec.x, -tsEyeVec.y);
const float scale = PARALLAX_OCCLUSION_SCALE / PARALLAX_OCCLUSION_ITERATIONS;
const float bias = PARALLAX_OCCLUSION_BIAS / PARALLAX_OCCLUSION_ITERATIONS;
-
+
#if PARALLAX_OCCLUSION_MODE == 0
// Parallax occlusion with slope information
if (normalTexturePresent && area_enable_parallax > 0.0) {
@@ -89,28 +139,34 @@ void main (void)
uv += h * normal.z * eyeRay;
}
#endif
+
#if PARALLAX_OCCLUSION_MODE == 1
// Relief mapping
if (normalTexturePresent && area_enable_parallax > 0.0) {
vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
+ // offset the texture by maximum possible displacement,
+ // this will help align seamless and non seamless textures
+ uv -= ds;
float dist = find_intersection(uv, ds);
- uv += dist * ds;
+ uv = validate_displacement(uv, ds, dist);
+
#endif
} else if (GENERATE_NORMALMAPS == 1 && area_enable_parallax > 0.0) {
vec2 ds = eyeRay * PARALLAX_OCCLUSION_SCALE;
+ uv -= ds;
float dist = find_intersectionRGB(uv, ds);
- uv += dist * ds;
+ uv = validate_displacement(uv, ds, dist);
}
#endif
#if USE_NORMALMAPS == 1
if (normalTexturePresent) {
bump = get_normal_map(uv);
use_normalmap = true;
- }
+ }
#endif
- if (GENERATE_NORMALMAPS == 1 && use_normalmap == false) {
+ if (GENERATE_NORMALMAPS == 1 && normalTexturePresent == false) {
float tl = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y + SAMPLE_STEP));
float t = get_rgb_height(vec2(uv.x - SAMPLE_STEP, uv.y - SAMPLE_STEP));
float tr = get_rgb_height(vec2(uv.x + SAMPLE_STEP, uv.y + SAMPLE_STEP));
@@ -94,7 +94,7 @@ void main(void)
// Don't generate heightmaps when too far from the eye
float dist = distance (vec3(0.0, 0.0 ,0.0), vPosition);
- if (dist > 120.0) {
+ if (dist > 300.0) {
area_enable_parallax = 0.0;
}
@@ -1,6 +1,6 @@
uniform sampler2D baseTexture;
uniform sampler2D normalTexture;
-uniform sampler2D useNormalmap;
+uniform sampler2D textureFlags;
uniform vec4 skyBgColor;
uniform float fogDistance;
@@ -15,37 +15,55 @@ varying vec3 lightVec;
varying vec3 tsLightVec;
bool normalTexturePresent = false;
+bool texTileableHorizontal = false;
+bool texTileableVertical = false;
+bool texSeamless = false;
const float e = 2.718281828459;
const float BS = 10.0;
-
-float intensity (vec3 color){
+
+void get_texture_flags()
+{
+ vec4 flags = texture2D(textureFlags, vec2(0.0, 0.0));
+ if (flags.r > 0.5) {
+ normalTexturePresent = true;
+ }
+ if (flags.g > 0.5) {
+ texTileableHorizontal = true;
+ }
+ if (flags.b > 0.5) {
+ texTileableVertical = true;
+ }
+ if (texTileableHorizontal && texTileableVertical) {
+ texSeamless = true;
+ }
+}
+
+float intensity(vec3 color)
+{
return (color.r + color.g + color.b) / 3.0;
}
-float get_rgb_height (vec2 uv){
+float get_rgb_height(vec2 uv)
+{
return intensity(texture2D(baseTexture,uv).rgb);
}
-vec4 get_normal_map(vec2 uv){
+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)
+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
+ get_texture_flags();
#ifdef ENABLE_PARALLAX_OCCLUSION
if (normalTexturePresent) {
View
@@ -3058,8 +3058,13 @@ Definition tables
### Tile definition
* `"image.png"`
* `{name="image.png", animation={Tile Animation definition}}`
-* `{name="image.png", backface_culling=bool}`
- * backface culling only supported in special tiles
+* `{name="image.png", backface_culling=bool, tileable_vertical=bool,
+ tileable_horizontal=bool}`
+ * backface culling only supported in special tiles.
+ * tileable flags are info for shaders, how they should treat texture
+ when displacement mapping is used
@PilzAdam

PilzAdam Jul 16, 2015

Member

Could provide a better description for this? What are the different ways of treating the textures in shaders and which boolean value corresponds to them? Also, keep in mind that many mod developers may not know what displacement mapping is.

+ Directions are from the point of view of the tile texture,
+ not the node it's on
* deprecated, yet still supported field names:
* `image` (name)
@@ -722,7 +722,9 @@ minetest.register_node("default:stone_with_iron", {
minetest.register_node("default:dirt_with_grass", {
description = "Dirt with grass",
- tiles ={"default_grass.png", "default_dirt.png", "default_dirt.png^default_grass_side.png"},
+ tiles ={"default_grass.png", "default_dirt.png",
+ {name = "default_dirt.png^default_grass_side.png",
+ tileable_vertical = false}},
groups = {crumbly=3, soil=1},
drop = 'default:dirt',
sounds = default.node_sound_dirt_defaults({
@@ -732,7 +734,9 @@ minetest.register_node("default:dirt_with_grass", {
minetest.register_node("default:dirt_with_grass_footsteps", {
description = "Dirt with grass and footsteps",
- tiles ={"default_grass_footsteps.png", "default_dirt.png", "default_dirt.png^default_grass_side.png"},
+ tiles ={"default_grass_footsteps.png", "default_dirt.png",
+ {name = "default_dirt.png^default_grass_side.png",
+ tileable_vertical = false}},
groups = {crumbly=3, soil=1},
drop = 'default:dirt',
sounds = default.node_sound_dirt_defaults({
View
@@ -35,6 +35,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
#include "util/string.h" // for parseColorString()
#include "imagefilters.h"
#include "guiscalingfilter.h"
+#include "nodedef.h"
+
#ifdef __ANDROID__
#include <GLES/gl.h>
@@ -330,7 +332,7 @@ class TextureSource : public IWritableTextureSource
*/
video::ITexture* getTexture(u32 id);
- video::ITexture* getTexture(const std::string &name, u32 *id);
+ video::ITexture* getTexture(const std::string &name, u32 *id = NULL);
/*
Get a texture specifically intended for mesh
@@ -383,6 +385,7 @@ class TextureSource : public IWritableTextureSource
video::ITexture* getNormalTexture(const std::string &name);
video::SColor getTextureAverageColor(const std::string &name);
+ video::ITexture *getShaderFlagsTexture(TileDef *tiledef, TileSpec *tile);
private:
@@ -1992,9 +1995,8 @@ void imageTransform(u32 transform, video::IImage *src, video::IImage *dst)
video::ITexture* TextureSource::getNormalTexture(const std::string &name)
{
- u32 id;
if (isKnownSourceImage("override_normal.png"))
- return getTexture("override_normal.png", &id);
+ return getTexture("override_normal.png");
std::string fname_base = name;
std::string normal_ext = "_normal.png";
size_t pos = fname_base.find(".");
@@ -2006,7 +2008,7 @@ video::ITexture* TextureSource::getNormalTexture(const std::string &name)
fname_base.replace(i, 4, normal_ext);
i += normal_ext.length();
}
- return getTexture(fname_base, &id);
+ return getTexture(fname_base);
}
return NULL;
}
@@ -2015,8 +2017,7 @@ video::SColor TextureSource::getTextureAverageColor(const std::string &name)
{
video::IVideoDriver *driver = m_device->getVideoDriver();
video::SColor c(0, 0, 0, 0);
- u32 id;
- video::ITexture *texture = getTexture(name, &id);
+ video::ITexture *texture = getTexture(name);
video::IImage *image = driver->createImage(texture,
core::position2d<s32>(0, 0),
texture->getOriginalSize());
@@ -2048,3 +2049,31 @@ video::SColor TextureSource::getTextureAverageColor(const std::string &name)
c.setAlpha(255);
return c;
}
+
+video::ITexture *TextureSource::getShaderFlagsTexture(TileDef *tiledef, TileSpec *tile)
+{
+ std::string tname = "__shaderFlagsTexture";
+
+ bool normalmap_present = tile->normal_texture ? true : false;
+ tname += normalmap_present ? "1" : "0";
+ tname += tiledef->tileable_horizontal ? "1" : "0";
+ tname += tiledef->tileable_vertical ? "1" : "0";
+
+ if (isKnownSourceImage(tname)) {
+ return getTexture(tname);
+ } else {
+ video::IVideoDriver *driver = m_device->getVideoDriver();
+ video::IImage *flags_image = driver->createImage(
+ video::ECF_A8R8G8B8, core::dimension2d<u32>(1, 1));
+ sanity_check(flags_image != NULL);
+ video::SColor c(
+ 255,
+ normalmap_present ? 255 : 0,
+ tiledef->tileable_horizontal ? 255 : 0,
+ tiledef->tileable_vertical ? 255 : 0);
+ flags_image->setPixel(0, 0, c);
+ insertSourceImage(tname, flags_image);
+ flags_image->drop();
+ return getTexture(tname);
+ }
+}
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