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Waves generated with Perlin-type noise #8994

Lars Hofhansl 4 years ago
parent
commit
60bff1e6cb
2 changed files with 64 additions and 7 deletions
  1. 53 6
      client/shaders/nodes_shader/opengl_vertex.glsl
  2. 11 1
      src/client/mapblock_mesh.cpp

+ 53 - 6
client/shaders/nodes_shader/opengl_vertex.glsl

@@ -46,6 +46,43 @@ float smoothTriangleWave(float x)
 	return smoothCurve(triangleWave(x)) * 2.0 - 1.0;
 }
 
+#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || \
+	MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || \
+	MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
+
+//
+// Simple, fast noise function.
+// See: https://gist.github.com/patriciogonzalezvivo/670c22f3966e662d2f83
+//
+vec4 perm(vec4 x)
+{
+	return mod(((x * 34.0) + 1.0) * x, 289.0);
+}
+
+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);
+}
+
+#endif
 
 void main(void)
 {
@@ -65,7 +102,8 @@ void main(void)
 
 float disp_x;
 float disp_z;
-#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || (MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
+#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES) || \
+	(MATERIAL_TYPE == TILE_MATERIAL_WAVING_PLANTS && ENABLE_WAVING_PLANTS)
 	vec4 pos2 = mWorld * gl_Vertex;
 	float tOffset = (pos2.x + pos2.y) * 0.001 + pos2.z * 0.002;
 	disp_x = (smoothTriangleWave(animationTimer * 23.0 + tOffset) +
@@ -75,12 +113,22 @@ float disp_z;
 		smoothTriangleWave(animationTimer * 13.0 + tOffset)) * 0.5;
 #endif
 
+	worldPosition = (mWorld * gl_Vertex).xyz;
 
-#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
+#if (MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_TRANSPARENT || \
+	MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_OPAQUE || \
+	MATERIAL_TYPE == TILE_MATERIAL_WAVING_LIQUID_BASIC) && ENABLE_WAVING_WATER
+	// Generate waves with Perlin-type noise.
+	// The constants are calibrated such that they roughly
+	// correspond to the old sine waves.
 	vec4 pos = gl_Vertex;
-	pos.y -= 2.0;
-	float posYbuf = (pos.z / WATER_WAVE_LENGTH + animationTimer * WATER_WAVE_SPEED * WATER_WAVE_LENGTH);
-	pos.y -= sin(posYbuf) * WATER_WAVE_HEIGHT + sin(posYbuf / 7.0) * WATER_WAVE_HEIGHT;
+	vec3 wavePos = worldPosition + cameraOffset;
+	// The waves are slightly compressed along the z-axis to get
+	// wave-fronts along the x-axis.
+	wavePos.x /= WATER_WAVE_LENGTH * 3;
+	wavePos.z /= WATER_WAVE_LENGTH * 2;
+	wavePos.z += animationTimer * WATER_WAVE_SPEED * 10;
+	pos.y += (snoise(wavePos) - 1) * WATER_WAVE_HEIGHT * 5;
 	gl_Position = mWorldViewProj * pos;
 #elif MATERIAL_TYPE == TILE_MATERIAL_WAVING_LEAVES && ENABLE_WAVING_LEAVES
 	vec4 pos = gl_Vertex;
@@ -101,7 +149,6 @@ float disp_z;
 
 
 	vPosition = gl_Position.xyz;
-	worldPosition = (mWorld * gl_Vertex).xyz;
 
 	// Don't generate heightmaps when too far from the eye
 	float dist = distance (vec3(0.0, 0.0, 0.0), vPosition);

+ 11 - 1
src/client/mapblock_mesh.cpp

@@ -795,6 +795,7 @@ static void getTileInfo(
 		v3s16 &p_corrected,
 		v3s16 &face_dir_corrected,
 		u16 *lights,
+		u8 &waving,
 		TileSpec &tile
 	)
 {
@@ -842,6 +843,7 @@ static void getTileInfo(
 
 	getNodeTile(n, p_corrected, face_dir_corrected, data, tile);
 	const ContentFeatures &f = ndef->get(n);
+	waving = f.waving;
 	tile.emissive_light = f.light_source;
 
 	// eg. water and glass
@@ -876,6 +878,10 @@ static void updateFastFaceRow(
 		const v3s16 &&face_dir,
 		std::vector<FastFace> &dest)
 {
+	static thread_local const bool waving_liquids =
+		g_settings->getBool("enable_shaders") &&
+		g_settings->getBool("enable_waving_water");
+
 	v3s16 p = startpos;
 
 	u16 continuous_tiles_count = 1;
@@ -884,10 +890,11 @@ static void updateFastFaceRow(
 	v3s16 p_corrected;
 	v3s16 face_dir_corrected;
 	u16 lights[4] = {0, 0, 0, 0};
+	u8 waving;
 	TileSpec tile;
 	getTileInfo(data, p, face_dir,
 			makes_face, p_corrected, face_dir_corrected,
-			lights, tile);
+			lights, waving, tile);
 
 	// Unroll this variable which has a significant build cost
 	TileSpec next_tile;
@@ -910,12 +917,15 @@ static void updateFastFaceRow(
 			getTileInfo(data, p_next, face_dir,
 					next_makes_face, next_p_corrected,
 					next_face_dir_corrected, next_lights,
+					waving,
 					next_tile);
 
 			if (next_makes_face == makes_face
 					&& next_p_corrected == p_corrected + translate_dir
 					&& next_face_dir_corrected == face_dir_corrected
 					&& memcmp(next_lights, lights, ARRLEN(lights) * sizeof(u16)) == 0
+					// Don't apply fast faces to waving water.
+					&& (waving != 3 || !waving_liquids)
 					&& next_tile.isTileable(tile)) {
 				next_is_different = false;
 				continuous_tiles_count++;