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https://github.com/moparisthebest/minetest
synced 2024-12-22 15:48:48 -05:00
Faces shading fixes
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@ -63,35 +63,28 @@ void main(void)
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vec3 normal, tangent, binormal;
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normal = normalize(gl_NormalMatrix * gl_Normal);
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float tileContrast = 1.0;
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if (gl_Normal.x > 0.5) {
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// 1.0, 0.0, 0.0
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tileContrast = 0.8;
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tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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} else if (gl_Normal.x < -0.5) {
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// -1.0, 0.0, 0.0
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tileContrast = 0.8;
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tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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} else if (gl_Normal.y > 0.5) {
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// 0.0, 1.0, 0.0
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tileContrast = 1.2;
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tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
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} else if (gl_Normal.y < -0.5) {
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// 0.0, -1.0, 0.0
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tileContrast = 0.3;
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tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
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} else if (gl_Normal.z > 0.5) {
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// 0.0, 0.0, 1.0
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tileContrast = 0.5;
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tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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} else if (gl_Normal.z < -0.5) {
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// 0.0, 0.0, -1.0
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tileContrast = 0.5;
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tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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}
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@ -129,13 +122,6 @@ void main(void)
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color.g = rg;
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color.b = b;
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#if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE)
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// Make sides and bottom darker than the top
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color = color * color; // SRGB -> Linear
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color *= tileContrast;
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color = sqrt(color); // Linear -> SRGB
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#endif
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color.a = gl_Color.a;
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gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
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}
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@ -63,35 +63,28 @@ void main(void)
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vec3 normal, tangent, binormal;
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normal = normalize(gl_NormalMatrix * gl_Normal);
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float tileContrast = 1.0;
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if (gl_Normal.x > 0.5) {
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// 1.0, 0.0, 0.0
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tileContrast = 0.8;
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tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, -1.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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} else if (gl_Normal.x < -0.5) {
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// -1.0, 0.0, 0.0
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tileContrast = 0.8;
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tangent = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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} else if (gl_Normal.y > 0.5) {
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// 0.0, 1.0, 0.0
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tileContrast = 1.2;
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tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
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} else if (gl_Normal.y < -0.5) {
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// 0.0, -1.0, 0.0
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tileContrast = 0.3;
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tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, 0.0, 1.0));
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} else if (gl_Normal.z > 0.5) {
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// 0.0, 0.0, 1.0
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tileContrast = 0.5;
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tangent = normalize(gl_NormalMatrix * vec3( 1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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} else if (gl_Normal.z < -0.5) {
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// 0.0, 0.0, -1.0
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tileContrast = 0.5;
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tangent = normalize(gl_NormalMatrix * vec3(-1.0, 0.0, 0.0));
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binormal = normalize(gl_NormalMatrix * vec3( 0.0, -1.0, 0.0));
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}
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@ -129,13 +122,6 @@ void main(void)
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color.g = rg;
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color.b = b;
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#if !(MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE)
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// Make sides and bottom darker than the top
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color = color * color; // SRGB -> Linear
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color *= tileContrast;
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color = sqrt(color); // Linear -> SRGB
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#endif
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color.a = gl_Color.a;
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gl_FrontColor = gl_BackColor = clamp(color,0.0,1.0);
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}
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@ -32,14 +32,14 @@ with this program; if not, write to the Free Software Foundation, Inc.,
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#include "settings.h"
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#include "util/directiontables.h"
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float srgb_linear_multiply(float f, float m, float max)
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void applyContrast(video::SColor& color, float Factor)
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{
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f = f * f; // SRGB -> Linear
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f *= m;
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f = sqrt(f); // Linear -> SRGB
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if(f > max)
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f = max;
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return f;
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float r = color.getRed();
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float g = color.getGreen();
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float b = color.getBlue();
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color.setRed(irr::core::clamp((int)sqrt(r * r * Factor), 0, 255));
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color.setGreen(irr::core::clamp((int)sqrt(g * g * Factor), 0, 255));
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color.setBlue(irr::core::clamp((int)sqrt(b * b * Factor), 0, 255));
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}
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/*
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@ -203,20 +203,6 @@ static u8 getFaceLight(enum LightBank bank, MapNode n, MapNode n2,
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//return decode_light(light_source);
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light = light_source;
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// Make some nice difference to different sides
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// This makes light come from a corner
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/*if(face_dir.X == 1 || face_dir.Z == 1 || face_dir.Y == -1)
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light = diminish_light(diminish_light(light));
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else if(face_dir.X == -1 || face_dir.Z == -1)
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light = diminish_light(light);*/
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// All neighboring faces have different shade (like in minecraft)
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if(face_dir.X == 1 || face_dir.X == -1 || face_dir.Y == -1)
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light = diminish_light(diminish_light(light));
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else if(face_dir.Z == 1 || face_dir.Z == -1)
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light = diminish_light(light);
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return decode_light(light);
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}
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@ -352,21 +338,15 @@ static void finalColorBlend(video::SColor& result,
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1, 4, 6, 6, 6, 5, 4, 3, 2, 1, 0, 0, 0, 0, 0, 0,
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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};
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if(b < 0)
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b = 0;
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if(b > 255)
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b = 255;
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b += emphase_blue_when_dark[b / 8];
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b = irr::core::clamp (b, 0, 255);
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// Artificial light is yellow-ish
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static u8 emphase_yellow_when_artificial[16] = {
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 5, 10, 15, 15, 15
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};
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rg += emphase_yellow_when_artificial[night/16];
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if(rg < 0)
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rg = 0;
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if(rg > 255)
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rg = 255;
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rg = irr::core::clamp (rg, 0, 255);
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result.setRed(rg);
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result.setGreen(rg);
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@ -1168,25 +1148,32 @@ MapBlockMesh::MapBlockMesh(MeshMakeData *data, v3s16 camera_offset):
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os.str(),
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&p.tile.texture_id);
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}
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// - Classic lighting (shaders handle this by themselves)
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if(!enable_shaders)
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{
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for(u32 j = 0; j < p.vertices.size(); j++)
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{
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video::SColor &vc = p.vertices[j].Color;
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if(p.vertices[j].Normal.Y > 0.5) {
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applyContrast (vc, 1.2);
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} else if (p.vertices[j].Normal.Y < -0.5) {
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applyContrast (vc, 0.3);
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} else if (p.vertices[j].Normal.X > 0.5) {
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applyContrast (vc, 0.5);
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} else if (p.vertices[j].Normal.X < -0.5) {
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applyContrast (vc, 0.5);
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} else if (p.vertices[j].Normal.Z > 0.5) {
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applyContrast (vc, 0.8);
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} else if (p.vertices[j].Normal.Z < -0.5) {
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applyContrast (vc, 0.8);
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}
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if(!enable_shaders)
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{
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// - Classic lighting (shaders handle this by themselves)
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// Set initial real color and store for later updates
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u8 day = vc.getRed();
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u8 night = vc.getGreen();
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finalColorBlend(vc, day, night, 1000);
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if(day != night)
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m_daynight_diffs[i][j] = std::make_pair(day, night);
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// Brighten topside (no shaders)
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if(p.vertices[j].Normal.Y > 0.5)
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{
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vc.setRed (srgb_linear_multiply(vc.getRed(), 1.3, 255.0));
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vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.3, 255.0));
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vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.3, 255.0));
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}
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}
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}
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@ -1293,7 +1280,6 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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bool enable_shaders = g_settings->getBool("enable_shaders");
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bool enable_bumpmapping = g_settings->getBool("enable_bumpmapping");
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bool enable_parallax_occlusion = g_settings->getBool("enable_parallax_occlusion");
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bool smooth_lighting = g_settings->getBool("smooth_lighting");
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if(!m_has_animation)
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{
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@ -1407,36 +1393,6 @@ bool MapBlockMesh::animate(bool faraway, float time, int crack, u32 daynight_rat
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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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// If no smooth lighting, shading is already correct
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if(!smooth_lighting)
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continue;
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// Make sides and bottom darker than the top
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video::SColor &vc = vertices[vertexIndex].Color;
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if(vertices[vertexIndex].Normal.Y > 0.5) {
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vc.setRed (srgb_linear_multiply(vc.getRed(), 1.2, 255.0));
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vc.setGreen(srgb_linear_multiply(vc.getGreen(), 1.2, 255.0));
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vc.setBlue (srgb_linear_multiply(vc.getBlue(), 1.2, 255.0));
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} else if (vertices[vertexIndex].Normal.Y < -0.5) {
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vc.setRed (srgb_linear_multiply(vc.getRed(), 0.3, 255.0));
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vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.3, 255.0));
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vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.3, 255.0));
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} else if (vertices[vertexIndex].Normal.X > 0.5) {
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vc.setRed (srgb_linear_multiply(vc.getRed(), 0.8, 255.0));
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vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.8, 255.0));
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vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.8, 255.0));
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} else if (vertices[vertexIndex].Normal.X < -0.5) {
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vc.setRed (srgb_linear_multiply(vc.getRed(), 0.8, 255.0));
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vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.8, 255.0));
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vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.8, 255.0));
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} else if (vertices[vertexIndex].Normal.Z > 0.5) {
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vc.setRed (srgb_linear_multiply(vc.getRed(), 0.5, 255.0));
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vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.5, 255.0));
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vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.5, 255.0));
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} else if (vertices[vertexIndex].Normal.Z < -0.5) {
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vc.setRed (srgb_linear_multiply(vc.getRed(), 0.5, 255.0));
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vc.setGreen(srgb_linear_multiply(vc.getGreen(), 0.5, 255.0));
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vc.setBlue (srgb_linear_multiply(vc.getBlue(), 0.5, 255.0));
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}
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}
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}
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m_last_daynight_ratio = daynight_ratio;
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