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GefullteTaubenbrust2 2024-05-17 13:37:13 +00:00 committed by GitHub
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24 changed files with 370 additions and 66 deletions

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@ -404,6 +404,11 @@ enable_clouds (Clouds) bool true
# Requires: enable_clouds
enable_3d_clouds (3D clouds) bool true
# Use smooth cloud shading.
#
# Requires: enable_3d_clouds, enable_clouds
soft_clouds (Soft clouds) bool false
[**Filtering and Antialiasing]
# Use mipmaps when scaling textures. May slightly increase performance,
@ -506,6 +511,11 @@ water_wave_length (Waving liquids wavelength) float 20.0 0.1
# Requires: shaders, enable_waving_water
water_wave_speed (Waving liquids wave speed) float 5.0
# When enabled, liquid reflections are simulated.
#
# Requires: shaders, enable_waving_water, enable_dynamic_shadows
enable_water_reflections (Liquid reflections) bool false
[**Dynamic shadows]
# Set to true to enable Shadow Mapping.
@ -662,6 +672,18 @@ bloom_radius (Bloom Radius) float 1 0.1 8
# Requires: shaders, enable_post_processing, enable_bloom
enable_volumetric_lighting (Volumetric lighting) bool false
[**Other Effects]
# Simulate translucency when looking at foliage in the sunlight.
#
# Requires: shaders, enable_dynamic_shadows
enable_translucent_foliage (Translucent foliage) bool false
# Apply specular to nodes.
#
# Requires: shaders, enable_dynamic_shadows
enable_node_specular (Node specular) bool false
[*Audio]
# Volume of all sounds.

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@ -1,3 +1,10 @@
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT)
#define MATERIAL_WAVING_LIQUID 1
#define MATERIAL_LIQUID 1
#elif (MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE)
#define MATERIAL_LIQUID 1
#endif
uniform sampler2D baseTexture;
uniform vec3 dayLight;
@ -20,6 +27,7 @@ uniform float animationTimer;
uniform vec4 CameraPos;
uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;
uniform vec3 shadow_tint;
varying float adj_shadow_strength;
varying float cosLight;
@ -46,7 +54,75 @@ centroid varying vec2 varTexCoord;
varying highp vec3 eyeVec;
varying float nightRatio;
varying vec3 viewVec;
#ifdef ENABLE_DYNAMIC_SHADOWS
vec4 perm(vec4 x)
{
return mod(((x * 34.0) + 1.0) * x, 289.0);
}
#if (defined(MATERIAL_WAVING_LIQUID) && defined(ENABLE_WATER_REFLECTIONS)) || defined(ENABLE_BUMPMAPS)
float snoise(vec3 p)
{
vec3 a = floor(p);
vec3 d = p - a;
d = d * d * (3.0 - 2.0 * d);
vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
vec4 k1 = perm(b.xyxy);
vec4 k2 = perm(k1.xyxy + b.zzww);
vec4 c = k2 + a.zzzz;
vec4 k3 = perm(c);
vec4 k4 = perm(c + 1.0);
vec4 o1 = fract(k3 * (1.0 / 41.0));
vec4 o2 = fract(k4 * (1.0 / 41.0));
vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
return o4.y * d.y + o4.x * (1.0 - d.y);
}
// Corresponding gradient of snoise
vec3 gnoise(vec3 p){
vec3 a = floor(p);
vec3 d = p - a;
vec3 dd = 6.0 * d * (1.0 - d);
d = d * d * (3.0 - 2.0 * d);
vec4 b = a.xxyy + vec4(0.0, 1.0, 0.0, 1.0);
vec4 k1 = perm(b.xyxy);
vec4 k2 = perm(k1.xyxy + b.zzww);
vec4 c = k2 + a.zzzz;
vec4 k3 = perm(c);
vec4 k4 = perm(c + 1.0);
vec4 o1 = fract(k3 * (1.0 / 41.0));
vec4 o2 = fract(k4 * (1.0 / 41.0));
vec4 o3 = o2 * d.z + o1 * (1.0 - d.z);
vec2 o4 = o3.yw * d.x + o3.xz * (1.0 - d.x);
vec4 dz1 = (o2 - o1) * dd.z;
vec2 dz2 = dz1.yw * d.x + dz1.xz * (1.0 - d.x);
vec2 dx = (o3.yw - o3.xz) * dd.x;
return vec3(
dx.y * d.y + dx.x * (1. - d.y),
(o4.y - o4.x) * dd.y,
dz2.y * d.y + dz2.x * (1. - d.y)
);
}
vec2 wave_noise(vec3 p, float off) {
return (gnoise(p + vec3(0.0, 0.0, off)) * 0.4 + gnoise(2.0 * p + vec3(0.0, off, off)) * 0.2 + gnoise(3.0 * p + vec3(0.0, off, off)) * 0.225 + gnoise(4.0 * p + vec3(-off, off, 0.0)) * 0.2).xz;
}
#endif
// assuming near is always 1.0
float getLinearDepth()
@ -66,6 +142,14 @@ float mtsmoothstep(in float edge0, in float edge1, in float x)
return t * t * (3.0 - 2.0 * t);
}
float shadowCutoff(float x) {
#if defined(ENABLE_TRANSLUCENT_FOLIAGE) && MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES
return mtsmoothstep(0.0, 0.002, x);
#else
return step(0.0, x);
#endif
}
#ifdef COLORED_SHADOWS
// c_precision of 128 fits within 7 base-10 digits
@ -92,10 +176,10 @@ vec4 getHardShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDist
{
vec4 texDepth = texture2D(shadowsampler, smTexCoord.xy).rgba;
float visibility = step(0.0, realDistance - texDepth.r);
float visibility = shadowCutoff(realDistance - texDepth.r);
vec4 result = vec4(visibility, vec3(0.0,0.0,0.0));//unpackColor(texDepth.g));
if (visibility < 0.1) {
visibility = step(0.0, realDistance - texDepth.b);
visibility = shadowCutoff(realDistance - texDepth.b);
result = vec4(visibility, unpackColor(texDepth.a));
}
return result;
@ -106,7 +190,7 @@ vec4 getHardShadowColor(sampler2D shadowsampler, vec2 smTexCoord, float realDist
float getHardShadow(sampler2D shadowsampler, vec2 smTexCoord, float realDistance)
{
float texDepth = texture2D(shadowsampler, smTexCoord.xy).r;
float visibility = step(0.0, realDistance - texDepth);
float visibility = shadowCutoff(realDistance - texDepth);
return visibility;
}
@ -378,6 +462,9 @@ void main(void)
vec4 col = vec4(color.rgb * varColor.rgb, 1.0);
#ifdef ENABLE_DYNAMIC_SHADOWS
// Fragment normal, can differ from vNormal which is derived from vertex normals.
vec3 fNormal = vNormal;
if (f_shadow_strength > 0.0) {
float shadow_int = 0.0;
vec3 shadow_color = vec3(0.0, 0.0, 0.0);
@ -414,12 +501,19 @@ void main(void)
// Power ratio was measured on torches in MTG (brightness = 14).
float adjusted_night_ratio = pow(max(0.0, nightRatio), 0.6);
float shadow_uncorrected = shadow_int;
// Apply self-shadowing when light falls at a narrow angle to the surface
// Cosine of the cut-off angle.
const float self_shadow_cutoff_cosine = 0.035;
if (f_normal_length != 0 && cosLight < self_shadow_cutoff_cosine) {
shadow_int = max(shadow_int, 1 - clamp(cosLight, 0.0, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
shadow_color = mix(vec3(0.0), shadow_color, min(cosLight, self_shadow_cutoff_cosine)/self_shadow_cutoff_cosine);
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES || MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS)
// Prevents foliage from becoming insanely bright outside the shadow map.
shadow_uncorrected = mix(shadow_int, shadow_uncorrected, clamp(distance_rate * 4.0 - 3.0, 0.0, 1.0));
#endif
}
shadow_int *= f_adj_shadow_strength;
@ -428,8 +522,58 @@ void main(void)
col.rgb =
adjusted_night_ratio * col.rgb + // artificial light
(1.0 - adjusted_night_ratio) * ( // natural light
col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
col.rgb * (1.0 - shadow_int * (1.0 - shadow_color) * (1.0 - shadow_tint)) + // filtered texture color
dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
vec3 reflect_ray = -normalize(v_LightDirection - fNormal * dot(v_LightDirection, fNormal) * 2.0);
// Water reflections
#if (defined(MATERIAL_WAVING_LIQUID) && defined(ENABLE_WATER_REFLECTIONS))
vec3 wavePos = worldPosition * vec3(2.0, 0.0, 2.0);
float off = animationTimer * WATER_WAVE_SPEED * 10.0;
wavePos.x /= WATER_WAVE_LENGTH * 3.0;
wavePos.z /= WATER_WAVE_LENGTH * 2.0;
// This is an analogous method to the bumpmap, except we get the gradient information directly from gnoise.
vec2 gradient = wave_noise(wavePos, off);
fNormal = normalize(normalize(fNormal) + vec3(gradient.x, 0., gradient.y) * WATER_WAVE_HEIGHT * abs(fNormal.y) * 0.25);
reflect_ray = -normalize(v_LightDirection - fNormal * dot(v_LightDirection, fNormal) * 2.0);
float fresnel_factor = dot(fNormal, viewVec);
float brightness_factor = 1.0 - adjusted_night_ratio;
// A little trig hack. We go from the dot product of viewVec and normal to the dot product of viewVec and tangent to apply a fresnel effect.
fresnel_factor = clamp(pow(1.0 - fresnel_factor * fresnel_factor, 8.0), 0.0, 1.0);
col.rgb *= 0.5;
vec3 reflection_color = mix(vec3(max(fogColor.r, max(fogColor.g, fogColor.b))), fogColor.rgb, f_shadow_strength);
// Sky reflection
col.rgb += reflection_color * pow(fresnel_factor, 2.0) * 0.5 * brightness_factor;
vec3 water_reflect_color = 12.0 * dayLight * fresnel_factor * mtsmoothstep(0.85, 0.9, pow(clamp(dot(reflect_ray, viewVec), 0.0, 1.0), 32.0)) * max(1.0 - shadow_uncorrected, 0.0);
// This line exists to prevent ridiculously bright reflection colors.
water_reflect_color /= clamp(max(water_reflect_color.r, max(water_reflect_color.g, water_reflect_color.b)) * 0.5, 1.0, 400.0);
col.rgb += water_reflect_color * f_adj_shadow_strength * brightness_factor;
#endif
#if (defined(ENABLE_NODE_SPECULAR) && !defined(MATERIAL_WAVING_LIQUID))
// Apply specular to blocks.
if (dot(v_LightDirection, vNormal) < 0.0) {
float intensity = 5.0 * (1.0 - (base.r * varColor.r));
const float specular_exponent = 5.0;
const float fresnel_exponent = 4.0;
col.rgb +=
dayLight * (1.0 - nightRatio) * (1.0 - shadow_uncorrected) * f_adj_shadow_strength *
pow(max(dot(reflect_ray, viewVec), 0.0), fresnel_exponent) * pow(1.0 - abs(dot(viewVec, fNormal)), specular_exponent);
}
#endif
#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES) && defined(ENABLE_TRANSLUCENT_FOLIAGE)
// Simulate translucent foliage.
col.rgb += 4.0 * dayLight * base.rgb * normalize(base.rgb * varColor.rgb * varColor.rgb) * f_adj_shadow_strength * pow(max(-dot(v_LightDirection, viewVec), 0.0), 4.0) * max(1.0 - shadow_uncorrected, 0.0);
#endif
}
#endif
@ -444,7 +588,9 @@ void main(void)
// Note: clarity = (1 - fogginess)
float clarity = clamp(fogShadingParameter
- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
col = mix(fogColor, col, clarity);
float fogColorMax = max(max(fogColor.r, fogColor.g), fogColor.b);
if (fogColorMax < 0.0000001) fogColorMax = 1.0;
col = mix(fogColor * pow(fogColor / fogColorMax, vec4(2.0 * clarity)), col, clarity);
col = vec4(col.rgb, base.a);
gl_FragData[0] = col;

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@ -1,6 +1,7 @@
uniform mat4 mWorld;
// Color of the light emitted by the sun.
uniform vec3 dayLight;
uniform vec3 eyePosition;
// The cameraOffset is the current center of the visible world.
uniform highp vec3 cameraOffset;
@ -43,6 +44,7 @@ centroid varying vec2 varTexCoord;
varying float area_enable_parallax;
varying vec3 viewVec;
varying highp vec3 eyeVec;
varying float nightRatio;
// Color of the light emitted by the light sources.
@ -231,6 +233,8 @@ void main(void)
#else
vec4 shadow_pos = pos;
#endif
viewVec = normalize(worldPosition + cameraOffset - eyePosition);
vec3 nNormal;
f_normal_length = length(vNormal);
@ -256,7 +260,9 @@ void main(void)
z_bias *= pFactor * pFactor / f_textureresolution / f_shadowfar;
shadow_position = applyPerspectiveDistortion(m_ShadowViewProj * mWorld * (shadow_pos + vec4(normalOffsetScale * nNormal, 0.0))).xyz;
#if !defined(ENABLE_TRANSLUCENT_FOLIAGE) || MATERIAL_TYPE != TILE_MATERIAL_WAVING_LEAVES
shadow_position.z -= z_bias;
#endif
perspective_factor = pFactor;
if (f_timeofday < 0.2) {

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@ -20,6 +20,7 @@ uniform float animationTimer;
uniform vec4 CameraPos;
uniform float xyPerspectiveBias0;
uniform float xyPerspectiveBias1;
uniform vec3 shadow_tint;
varying float adj_shadow_strength;
varying float cosLight;
@ -432,7 +433,7 @@ void main(void)
col.rgb =
adjusted_night_ratio * col.rgb + // artificial light
(1.0 - adjusted_night_ratio) * ( // natural light
col.rgb * (1.0 - shadow_int * (1.0 - shadow_color)) + // filtered texture color
col.rgb * (1.0 - shadow_int * (1.0 - shadow_color) * (1.0 - shadow_tint)) + // filtered texture color
dayLight * shadow_color * shadow_int); // reflected filtered sunlight/moonlight
}
#endif
@ -448,7 +449,9 @@ void main(void)
// Note: clarity = (1 - fogginess)
float clarity = clamp(fogShadingParameter
- fogShadingParameter * length(eyeVec) / fogDistance, 0.0, 1.0);
col = mix(fogColor, col, clarity);
float fogColorMax = max(max(fogColor.r, fogColor.g), fogColor.b);
if (fogColorMax < 0.0000001) fogColorMax = 1.0;
col = mix(fogColor * pow(fogColor / fogColorMax, vec4(2.0 * clarity)), col, clarity);
col = vec4(col.rgb, base.a);
gl_FragData[0] = col;

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@ -46,7 +46,7 @@ float sampleVolumetricLight(vec2 uv, vec3 lightVec, float rawDepth)
if (min(samplepos.x, samplepos.y) > 0. && max(samplepos.x, samplepos.y) < 1.)
result += texture2D(depthmap, samplepos).r < 1. ? 0.0 : 1.0;
}
return result / samples;
return result / samples * pow(texture2D(depthmap, uv).r, 128.0);
}
vec3 getDirectLightScatteringAtGround(vec3 v_LightDirection)

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@ -8356,6 +8356,8 @@ child will follow movement and rotation of that bone.
* `thickness`: cloud thickness in nodes (default `16`)
* `speed`: 2D cloud speed + direction in nodes per second
(default `{x=0, z=-2}`).
* `shadow`: shadow color, applied to the base of the cloud
(default `{a=255, r=204, g=204, b=204}`).
* `get_clouds()`: returns a table with the current cloud parameters as in
`set_clouds`.
* `override_day_night_ratio(ratio or nil)`
@ -8393,6 +8395,8 @@ child will follow movement and rotation of that bone.
* `shadows` is a table that controls ambient shadows
* `intensity` sets the intensity of the shadows from 0 (no shadows, default) to 1 (blackness)
* This value has no effect on clients who have the "Dynamic Shadows" shader disabled.
* `tint` tints the shadows with the provided color, with RGB values ranging from 0 to 1.
* This value has no effect on clients who have the "Dynamic Shadows" shader disabled.
* `exposure` is a table that controls automatic exposure.
The basic exposure factor equation is `e = 2^exposure_correction / clamp(luminance, 2^luminance_min, 2^luminance_max)`
* `luminance_min` set the lower luminance boundary to use in the calculation (default: `-3.0`)

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@ -136,6 +136,7 @@ struct ClientEvent
f32 density;
u32 color_bright;
u32 color_ambient;
u32 color_shadow;
f32 height;
f32 thickness;
f32 speed_x;

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@ -1197,13 +1197,22 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
// Render all mesh buffers in order
drawcall_count += draw_order.size();
bool translucent_foliage = g_settings->getBool("enable_translucent_foliage");
video::E_MATERIAL_TYPE leaves_material = video::EMT_SOLID;
// For translucent leaves, we want to use backface culling instead of frontface.
if (translucent_foliage) {
const u32 leaves_shader = m_client->getShaderSource()->getShader("nodes_shader", TILE_MATERIAL_WAVING_LEAVES, NDT_ALLFACES);
leaves_material = m_client->getShaderSource()->getShaderInfo(leaves_shader).material;
}
for (auto &descriptor : draw_order) {
scene::IMeshBuffer *buf = descriptor.getBuffer();
if (!descriptor.m_reuse_material) {
// override some material properties
video::SMaterial local_material = buf->getMaterial();
local_material.MaterialType = material.MaterialType;
// do not override culling if the original material renders both back
// and front faces in solid mode (e.g. plantlike)
// Transparent plants would still render shadows only from one side,
@ -1212,6 +1221,11 @@ void ClientMap::renderMapShadows(video::IVideoDriver *driver,
local_material.BackfaceCulling = material.BackfaceCulling;
local_material.FrontfaceCulling = material.FrontfaceCulling;
}
if (local_material.MaterialType == leaves_material && translucent_foliage) {
local_material.BackfaceCulling = true;
local_material.FrontfaceCulling = false;
}
local_material.MaterialType = material.MaterialType;
local_material.BlendOperation = material.BlendOperation;
local_material.Lighting = false;
driver->setMaterial(local_material);

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@ -69,6 +69,8 @@ Clouds::Clouds(scene::ISceneManager* mgr, IShaderSource *ssrc,
readSettings();
g_settings->registerChangedCallback("enable_3d_clouds",
&cloud_3d_setting_changed, this);
g_settings->registerChangedCallback("soft_clouds",
&cloud_3d_setting_changed, this);
updateBox();
@ -80,6 +82,8 @@ Clouds::~Clouds()
{
g_settings->deregisterChangedCallback("enable_3d_clouds",
&cloud_3d_setting_changed, this);
g_settings->deregisterChangedCallback("soft_clouds",
&cloud_3d_setting_changed, this);
}
void Clouds::OnRegisterSceneNode()
@ -145,15 +149,18 @@ void Clouds::updateMesh()
// shader mixes the base color, set via EmissiveColor
c_top_f = c_side_1_f = c_side_2_f = c_bottom_f = video::SColorf(1.0f, 1.0f, 1.0f, 1.0f);
}
c_side_1_f.r *= 0.95f;
c_side_1_f.g *= 0.95f;
c_side_1_f.b *= 0.95f;
c_side_2_f.r *= 0.90f;
c_side_2_f.g *= 0.90f;
c_side_2_f.b *= 0.90f;
c_bottom_f.r *= 0.80f;
c_bottom_f.g *= 0.80f;
c_bottom_f.b *= 0.80f;
video::SColorf shadow = m_params.color_shadow;
c_side_1_f.r *= shadow.r * 0.33f + 0.66f;
c_side_1_f.g *= shadow.g * 0.33f + 0.66f;
c_side_1_f.b *= shadow.b * 0.33f + 0.66f;
c_side_2_f.r *= shadow.r * 0.66f + 0.33f;
c_side_2_f.g *= shadow.g * 0.66f + 0.33f;
c_side_2_f.b *= shadow.b * 0.66f + 0.33f;
c_bottom_f.r *= shadow.r;
c_bottom_f.g *= shadow.g;
c_bottom_f.b *= shadow.b;
video::SColor c_top = c_top_f.toSColor();
video::SColor c_side_1 = c_side_1_f.toSColor();
video::SColor c_side_2 = c_side_2_f.toSColor();
@ -223,58 +230,86 @@ void Clouds::updateMesh()
const f32 ry = m_enable_3d ? m_params.thickness * BS : 0.0f;
const f32 rz = cloud_size / 2;
for(u32 i = 0; i < num_faces_to_draw; i++)
bool soft_clouds_enabled = g_settings->getBool("soft_clouds");
for (u32 i = 0; i < num_faces_to_draw; i++)
{
switch(i)
switch (i)
{
case 0: // top
for (video::S3DVertex &vertex : v) {
vertex.Normal.set(0,1,0);
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(0, 1, 0);
}
v[0].Pos.set(-rx, ry,-rz);
v[1].Pos.set(-rx, ry, rz);
v[2].Pos.set( rx, ry, rz);
v[3].Pos.set( rx, ry,-rz);
v[0].Pos.set(-rx, ry, -rz);
v[1].Pos.set(-rx, ry, rz);
v[2].Pos.set( rx, ry, rz);
v[3].Pos.set( rx, ry, -rz);
break;
case 1: // back
if (INAREA(xi, zi - 1, m_cloud_radius_i)) {
u32 j = GETINDEX(xi, zi - 1, m_cloud_radius_i);
if(grid[j])
if (grid[j])
continue;
}
for (video::S3DVertex &vertex : v) {
vertex.Color = c_side_1;
vertex.Normal.set(0,0,-1);
if (soft_clouds_enabled) {
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(0, 0, -1);
}
v[2].Color = c_bottom;
v[3].Color = c_bottom;
}
v[0].Pos.set(-rx, ry,-rz);
v[1].Pos.set( rx, ry,-rz);
v[2].Pos.set( rx, 0,-rz);
v[3].Pos.set(-rx, 0,-rz);
else {
for (video::S3DVertex& vertex : v) {
vertex.Color = c_side_1;
vertex.Normal.set(0, 0, -1);
}
}
v[0].Pos.set(-rx, ry, -rz);
v[1].Pos.set( rx, ry, -rz);
v[2].Pos.set( rx, 0, -rz);
v[3].Pos.set(-rx, 0, -rz);
break;
case 2: //right
if (INAREA(xi + 1, zi, m_cloud_radius_i)) {
u32 j = GETINDEX(xi+1, zi, m_cloud_radius_i);
if(grid[j])
u32 j = GETINDEX(xi + 1, zi, m_cloud_radius_i);
if (grid[j])
continue;
}
for (video::S3DVertex &vertex : v) {
vertex.Color = c_side_2;
vertex.Normal.set(1,0,0);
if (soft_clouds_enabled) {
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(1, 0, 0);
}
v[2].Color = c_bottom;
v[3].Color = c_bottom;
}
v[0].Pos.set( rx, ry,-rz);
v[1].Pos.set( rx, ry, rz);
v[2].Pos.set( rx, 0, rz);
v[3].Pos.set( rx, 0,-rz);
else {
for (video::S3DVertex& vertex : v) {
vertex.Color = c_side_2;
vertex.Normal.set(1, 0, 0);
}
}
v[0].Pos.set(rx, ry, -rz);
v[1].Pos.set(rx, ry, rz);
v[2].Pos.set(rx, 0, rz);
v[3].Pos.set(rx, 0, -rz);
break;
case 3: // front
if (INAREA(xi, zi + 1, m_cloud_radius_i)) {
u32 j = GETINDEX(xi, zi + 1, m_cloud_radius_i);
if(grid[j])
if (grid[j])
continue;
}
for (video::S3DVertex &vertex : v) {
vertex.Color = c_side_1;
vertex.Normal.set(0,0,-1);
if (soft_clouds_enabled) {
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(0, 0, -1);
}
v[2].Color = c_bottom;
v[3].Color = c_bottom;
}
else {
for (video::S3DVertex& vertex : v) {
vertex.Color = c_side_1;
vertex.Normal.set(0, 0, -1);
}
}
v[0].Pos.set( rx, ry, rz);
v[1].Pos.set(-rx, ry, rz);
@ -282,29 +317,38 @@ void Clouds::updateMesh()
v[3].Pos.set( rx, 0, rz);
break;
case 4: // left
if (INAREA(xi-1, zi, m_cloud_radius_i)) {
u32 j = GETINDEX(xi-1, zi, m_cloud_radius_i);
if(grid[j])
if (INAREA(xi - 1, zi, m_cloud_radius_i)) {
u32 j = GETINDEX(xi - 1, zi, m_cloud_radius_i);
if (grid[j])
continue;
}
for (video::S3DVertex &vertex : v) {
vertex.Color = c_side_2;
vertex.Normal.set(-1,0,0);
if (soft_clouds_enabled) {
for (video::S3DVertex& vertex : v) {
vertex.Normal.set(-1, 0, 0);
}
v[2].Color = c_bottom;
v[3].Color = c_bottom;
}
v[0].Pos.set(-rx, ry, rz);
v[1].Pos.set(-rx, ry,-rz);
v[2].Pos.set(-rx, 0,-rz);
v[3].Pos.set(-rx, 0, rz);
else {
for (video::S3DVertex& vertex : v) {
vertex.Color = c_side_2;
vertex.Normal.set(-1, 0, 0);
}
}
v[0].Pos.set(-rx, ry, rz);
v[1].Pos.set(-rx, ry, -rz);
v[2].Pos.set(-rx, 0, -rz);
v[3].Pos.set(-rx, 0, rz);
break;
case 5: // bottom
for (video::S3DVertex &vertex : v) {
for (video::S3DVertex& vertex : v) {
vertex.Color = c_bottom;
vertex.Normal.set(0,-1,0);
vertex.Normal.set(0, -1, 0);
}
v[0].Pos.set( rx, 0, rz);
v[1].Pos.set(-rx, 0, rz);
v[2].Pos.set(-rx, 0,-rz);
v[3].Pos.set( rx, 0,-rz);
v[0].Pos.set( rx, 0, rz);
v[1].Pos.set(-rx, 0, rz);
v[2].Pos.set(-rx, 0, -rz);
v[3].Pos.set( rx, 0, -rz);
break;
}

View File

@ -101,6 +101,11 @@ public:
m_params.color_ambient = color_ambient;
}
void setColorShadow(video::SColor color_shadow)
{
m_params.color_shadow = color_shadow;
}
void setHeight(float height)
{
if (m_params.height == height)

View File

@ -713,7 +713,7 @@ void MapblockMeshGenerator::drawLiquidSides()
if (data->m_smooth_lighting)
cur_node.color = blendLightColor(pos);
pos += cur_node.origin;
vertices[j] = video::S3DVertex(pos.X, pos.Y, pos.Z, 0, 0, 0, cur_node.color, vertex.u, v);
vertices[j] = video::S3DVertex(pos.X, pos.Y, pos.Z, face.dir.X, face.dir.Y, face.dir.Z, cur_node.color, vertex.u, v);
};
collector->append(cur_liquid.tile, vertices, 4, quad_indices, 6);
}
@ -775,6 +775,7 @@ void MapblockMeshGenerator::drawLiquidTop()
vertex.TCoords += tcoord_center;
vertex.TCoords += tcoord_translate;
vertex.Normal = v3f(dx, 1., dz).normalize();
}
std::swap(vertices[0].TCoords, vertices[2].TCoords);

View File

@ -382,6 +382,8 @@ class GameGlobalShaderConstantSetter : public IShaderConstantSetter
CachedPixelShaderSetting<float>
m_animation_timer_delta_pixel{"animationTimerDelta"};
CachedPixelShaderSetting<float, 3> m_day_light{"dayLight"};
CachedPixelShaderSetting<float, 3> m_eye_position_pixel{ "eyePosition" };
CachedVertexShaderSetting<float, 3> m_eye_position_vertex{ "eyePosition" };
CachedPixelShaderSetting<float, 3> m_minimap_yaw{"yawVec"};
CachedPixelShaderSetting<float, 3> m_camera_offset_pixel{"cameraOffset"};
CachedVertexShaderSetting<float, 3> m_camera_offset_vertex{"cameraOffset"};
@ -482,6 +484,10 @@ public:
m_animation_timer_delta_vertex.set(&animation_timer_delta_f, services);
m_animation_timer_delta_pixel.set(&animation_timer_delta_f, services);
v3f epos = m_client->getEnv().getLocalPlayer()->getEyePosition();
m_eye_position_pixel.set(epos, services);
m_eye_position_vertex.set(epos, services);
if (m_client->getMinimap()) {
v3f minimap_yaw = m_client->getMinimap()->getYawVec();
m_minimap_yaw.set(minimap_yaw, services);
@ -3151,6 +3157,7 @@ void Game::handleClientEvent_CloudParams(ClientEvent *event, CameraOrientation *
clouds->setDensity(event->cloud_params.density);
clouds->setColorBright(video::SColor(event->cloud_params.color_bright));
clouds->setColorAmbient(video::SColor(event->cloud_params.color_ambient));
clouds->setColorShadow(video::SColor(event->cloud_params.color_shadow));
clouds->setHeight(event->cloud_params.height);
clouds->setThickness(event->cloud_params.thickness);
clouds->setSpeed(v2f(event->cloud_params.speed_x, event->cloud_params.speed_y));
@ -4273,6 +4280,7 @@ void Game::updateShadows()
bool is_day = timeoftheday > 0.25 && timeoftheday < 0.75;
bool is_shadow_visible = is_day ? sky->getSunVisible() : sky->getMoonVisible();
shadow->setShadowIntensity(is_shadow_visible ? client->getEnv().getLocalPlayer()->getLighting().shadow_intensity : 0.0f);
shadow->setShadowTint(client->getEnv().getLocalPlayer()->getLighting().shadow_tint);
timeoftheday = std::fmod(timeoftheday + 0.75f, 0.5f) + 0.25f;
const float offset_constant = 10000.0f;

View File

@ -688,6 +688,15 @@ ShaderInfo ShaderSource::generateShader(const std::string &name,
if (g_settings->getBool("shadow_poisson_filter"))
shaders_header << "#define POISSON_FILTER 1\n";
if (g_settings->getBool("enable_water_reflections"))
shaders_header << "#define ENABLE_WATER_REFLECTIONS 1\n";
if (g_settings->getBool("enable_translucent_foliage"))
shaders_header << "#define ENABLE_TRANSLUCENT_FOLIAGE 1\n";
if (g_settings->getBool("enable_node_specular"))
shaders_header << "#define ENABLE_NODE_SPECULAR 1\n";
s32 shadow_filter = g_settings->getS32("shadow_filters");
shaders_header << "#define SHADOW_FILTER " << shadow_filter << "\n";

View File

@ -187,6 +187,11 @@ void ShadowRenderer::setShadowIntensity(float shadow_intensity)
disable();
}
void ShadowRenderer::setShadowTint(video::SColor shadow_tint)
{
m_shadow_tint = shadow_tint;
}
void ShadowRenderer::addNodeToShadowList(
scene::ISceneNode *node, E_SHADOW_MODE shadowMode)
{

View File

@ -93,9 +93,11 @@ public:
bool is_active() const { return m_shadows_enabled && shadowMapTextureFinal != nullptr; }
void setTimeOfDay(float isDay) { m_time_day = isDay; };
void setShadowIntensity(float shadow_intensity);
void setShadowTint(video::SColor shadow_intensity);
s32 getShadowSamples() const { return m_shadow_samples; }
float getShadowStrength() const { return m_shadows_enabled ? m_shadow_strength : 0.0f; }
video::SColor getShadowTint() const { return m_shadow_tint; }
float getTimeOfDay() const { return m_time_day; }
f32 getPerspectiveBiasXY() { return m_perspective_bias_xy; }
@ -130,6 +132,7 @@ private:
std::vector<NodeToApply> m_shadow_node_array;
float m_shadow_strength;
video::SColor m_shadow_tint{ 255, 0, 38, 128 };
float m_shadow_strength_gamma;
float m_shadow_map_max_distance;
float m_shadow_map_texture_size;

View File

@ -40,6 +40,9 @@ void ShadowConstantSetter::onSetConstants(video::IMaterialRendererServices *serv
f32 ShadowStrength = shadow->getShadowStrength();
m_shadow_strength.set(&ShadowStrength, services);
video::SColor ShadowTint = shadow->getShadowTint();
m_shadow_tint.set(ShadowTint, services);
f32 timeOfDay = shadow->getTimeOfDay();
m_time_of_day.set(&timeOfDay, services);

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@ -31,6 +31,7 @@ class ShadowConstantSetter : public IShaderConstantSetter
CachedPixelShaderSetting<f32, 3> m_light_direction{"v_LightDirection"};
CachedPixelShaderSetting<f32> m_texture_res{"f_textureresolution"};
CachedPixelShaderSetting<f32> m_shadow_strength{"f_shadow_strength"};
CachedPixelShaderSetting<f32, 3> m_shadow_tint{ "shadow_tint" };
CachedPixelShaderSetting<f32> m_time_of_day{"f_timeofday"};
CachedPixelShaderSetting<f32> m_shadowfar{"f_shadowfar"};
CachedPixelShaderSetting<f32, 4> m_camera_pos{"CameraPos"};

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@ -280,6 +280,7 @@ void set_default_settings()
settings->setDefault("view_bobbing_amount", "1.0");
settings->setDefault("fall_bobbing_amount", "0.03");
settings->setDefault("enable_3d_clouds", "true");
settings->setDefault("soft_clouds", "false");
settings->setDefault("cloud_radius", "12");
settings->setDefault("menu_clouds", "true");
settings->setDefault("opaque_water", "false");
@ -338,6 +339,9 @@ void set_default_settings()
settings->setDefault("bloom_intensity", "0.05");
settings->setDefault("bloom_radius", "1");
settings->setDefault("enable_volumetric_lighting", "false");
settings->setDefault("enable_water_reflections", "false");
settings->setDefault("enable_translucent_foliage", "false");
settings->setDefault("enable_node_specular", "false");
// Effects Shadows
settings->setDefault("enable_dynamic_shadows", "false");

View File

@ -18,7 +18,9 @@ with this program; if not, write to the Free Software Foundation, Inc.,
*/
#pragma once
#include "SColor.h"
using namespace irr;
/**
* Parameters for automatic exposure compensation
@ -54,4 +56,5 @@ struct Lighting
float shadow_intensity {0.0f};
float saturation {1.0f};
float volumetric_light_strength {0.0f};
video::SColor shadow_tint;
};

View File

@ -1470,6 +1470,7 @@ void Client::handleCommand_CloudParams(NetworkPacket* pkt)
f32 density;
video::SColor color_bright;
video::SColor color_ambient;
video::SColor color_shadow;
f32 height;
f32 thickness;
v2f speed;
@ -1477,6 +1478,10 @@ void Client::handleCommand_CloudParams(NetworkPacket* pkt)
*pkt >> density >> color_bright >> color_ambient
>> height >> thickness >> speed;
if (pkt->getRemainingBytes() >= 4) {
*pkt >> color_shadow;
}
ClientEvent *event = new ClientEvent();
event->type = CE_CLOUD_PARAMS;
event->cloud_params.density = density;
@ -1485,6 +1490,7 @@ void Client::handleCommand_CloudParams(NetworkPacket* pkt)
// we avoid using new() and delete() for no good reason
event->cloud_params.color_bright = color_bright.color;
event->cloud_params.color_ambient = color_ambient.color;
event->cloud_params.color_shadow = color_shadow.color;
event->cloud_params.height = height;
event->cloud_params.thickness = thickness;
// same here: deconstruct to skip constructor
@ -1815,4 +1821,6 @@ void Client::handleCommand_SetLighting(NetworkPacket *pkt)
}
if (pkt->getRemainingBytes() >= 4)
*pkt >> lighting.volumetric_light_strength;
if (pkt->getRemainingBytes() >= 4)
*pkt >> lighting.shadow_tint;
}

View File

@ -223,6 +223,8 @@ with this program; if not, write to the Free Software Foundation, Inc.,
AO_CMD_SET_BONE_POSITION extended
Add TOCLIENT_MOVE_PLAYER_REL
Move default minimap from client-side C++ to server-side builtin Lua
Add shadow tint to Lighting packets
Add shadow color to CloudParam packets
[scheduled bump for 5.9.0]
*/

View File

@ -2368,6 +2368,10 @@ int ObjectRef::l_set_clouds(lua_State *L)
if (!lua_isnil(L, -1))
read_color(L, -1, &cloud_params.color_ambient);
lua_pop(L, 1);
lua_getfield(L, 2, "shadow");
if (!lua_isnil(L, -1))
read_color(L, -1, &cloud_params.color_shadow);
lua_pop(L, 1);
cloud_params.height = getfloatfield_default(L, 2, "height", cloud_params.height);
cloud_params.thickness = getfloatfield_default(L, 2, "thickness", cloud_params.thickness);
@ -2403,6 +2407,8 @@ int ObjectRef::l_get_clouds(lua_State *L)
lua_setfield(L, -2, "color");
push_ARGB8(L, cloud_params.color_ambient);
lua_setfield(L, -2, "ambient");
push_ARGB8(L, cloud_params.color_shadow);
lua_setfield(L, -2, "shadow");
lua_pushnumber(L, cloud_params.height);
lua_setfield(L, -2, "height");
lua_pushnumber(L, cloud_params.thickness);
@ -2531,6 +2537,8 @@ int ObjectRef::l_set_lighting(lua_State *L)
lua_getfield(L, 2, "shadows");
if (lua_istable(L, -1)) {
getfloatfield(L, -1, "intensity", lighting.shadow_intensity);
lua_getfield(L, -1, "tint");
read_color(L, -1, &lighting.shadow_tint);
}
lua_pop(L, 1); // shadows
@ -2574,6 +2582,8 @@ int ObjectRef::l_get_lighting(lua_State *L)
lua_newtable(L); // "shadows"
lua_pushnumber(L, lighting.shadow_intensity);
lua_setfield(L, -2, "intensity");
push_ARGB8(L, lighting.shadow_tint);
lua_setfield(L, -2, "tint");
lua_setfield(L, -2, "shadows");
lua_pushnumber(L, lighting.saturation);
lua_setfield(L, -2, "saturation");

View File

@ -1863,7 +1863,7 @@ void Server::SendCloudParams(session_t peer_id, const CloudParams &params)
{
NetworkPacket pkt(TOCLIENT_CLOUD_PARAMS, 0, peer_id);
pkt << params.density << params.color_bright << params.color_ambient
<< params.height << params.thickness << params.speed;
<< params.height << params.thickness << params.speed << params.color_shadow;
Send(&pkt);
}
@ -1893,7 +1893,7 @@ void Server::SendSetLighting(session_t peer_id, const Lighting &lighting)
<< lighting.exposure.speed_bright_dark
<< lighting.exposure.center_weight_power;
pkt << lighting.volumetric_light_strength;
pkt << lighting.volumetric_light_strength << lighting.shadow_tint;
Send(&pkt);
}

View File

@ -81,6 +81,7 @@ struct CloudParams
float density;
video::SColor color_bright;
video::SColor color_ambient;
video::SColor color_shadow;
float thickness;
float height;
v2f speed;
@ -160,6 +161,7 @@ public:
clouds.density = 0.4f;
clouds.color_bright = video::SColor(229, 240, 240, 255);
clouds.color_ambient = video::SColor(255, 0, 0, 0);
clouds.color_shadow = video::SColor(255, 204, 204, 204);
clouds.thickness = 16.0f;
clouds.height = 120;
clouds.speed = v2f(0.0f, -2.0f);