221 lines
6.5 KiB
GLSL
221 lines
6.5 KiB
GLSL
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/*
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* Copyright (c) 2023 lax1dude. All Rights Reserved.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND
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* ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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* IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
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* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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* NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY,
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* WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
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* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
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* POSSIBILITY OF SUCH DAMAGE.
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*
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*/
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#ifdef LIB_INCLUDE_WAVING_BLOCKS_FUNCTION
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#ifndef _HAS_INCLUDED_WAVING_BLOCKS
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#define _HAS_INCLUDED_WAVING_BLOCKS
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#define _WAVING_BLOCK_TYPE_LEAF_BLOCK 1
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#define _WAVING_BLOCK_TYPE_LEAF_BLOCK_F 1.0
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#define _WAVING_BLOCK_TYPE_TALL_GRASS 2
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#define _WAVING_BLOCK_TYPE_TALL_GRASS_F 2.0
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#define _WAVING_BLOCK_TYPE_CROPS 3
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#define _WAVING_BLOCK_TYPE_CROPS_F 3.0
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#define _WAVING_BLOCK_TYPE_DOUBLE_PLANT_BOTTOM 4
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#define _WAVING_BLOCK_TYPE_DOUBLE_PLANT_BOTTOM_F 4.0
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#define _WAVING_BLOCK_TYPE_DOUBLE_PLANT_TOP 5
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#define _WAVING_BLOCK_TYPE_DOUBLE_PLANT_TOP_F 5.0
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#define _WAVING_BLOCK_TYPE_PLANT 6
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#define _WAVING_BLOCK_TYPE_PLANT_F 6.0
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#define _WAVING_BLOCK_TYPE_SUGARCANE 7
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#define _WAVING_BLOCK_TYPE_SUGARCANE_F 7.0
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#define _WAVING_BLOCK_TYPE_VINES 8
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#define _WAVING_BLOCK_TYPE_VINES_F 8.0
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#define _WAVING_BLOCK_TYPE_WATER_STILL 9
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#define _WAVING_BLOCK_TYPE_WATER_STILL_F 9.0
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#define _WAVING_BLOCK_TYPE_WATER_FLOW 10
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#define _WAVING_BLOCK_TYPE_WATER_FLOW_F 10.0
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#define _WAVING_BLOCK_TYPE_LILYPAD 11
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#define _WAVING_BLOCK_TYPE_LILYPAD_F 11.0
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#define _WAVING_BLOCK_TYPE_FIRE_FLOOR 12
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#define _WAVING_BLOCK_TYPE_FIRE_FLOOR_F 12.0
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#define _WAVING_BLOCK_TYPE_FIRE_WALL 13
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#define _WAVING_BLOCK_TYPE_FIRE_WALL_F 13.0
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// ignore wall fire for now, they clip
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#define _WAVING_BLOCK_MIN _WAVING_BLOCK_TYPE_LEAF_BLOCK_F
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#define _WAVING_BLOCK_MAX _WAVING_BLOCK_TYPE_FIRE_FLOOR_F
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#ifndef FAKE_SIN
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#error the FAKE_SIN function must be defined to use waving blocks
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#endif
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#define _WAVING_BLOCK_COORD_DERIVE_HACK 0.001
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#define _WAVING_BLOCK_COORD_DERIVE_HACK_05 0.0005
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#define _WAVING_BLOCK_COORD_DERIVE_HACK_INV 1000.0
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vec3 _computeWavingBlockNoise(in vec3 pos, in vec3 amp1, in float timer) {
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float fac, fac2;
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fac = dot(vec4(pos, timer), vec4(0.5, 0.5, 0.5, 0.0027));
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FAKE_SIN(fac, fac2)
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fac2 *= 0.04;
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fac2 += 0.04;
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vec3 vf0, d0;
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vf0 = timer * vec3(0.0127, 0.0089, 0.0114);
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FAKE_SIN(vf0, d0);
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d0.xyz += d0.yzx;
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d0.xyz += timer * vec3(0.0063, 0.0224, 0.0015);
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d0.y += pos.z;
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d0.xz += pos.y;
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d0.xz += pos.zx;
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d0.xz -= pos.xz;
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vec3 ret;
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FAKE_SIN(d0, ret)
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ret *= fac2;
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return ret * amp1;
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}
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vec3 _computeWavingBlockNoise(in vec3 pos, in vec3 vf_a, in vec3 vf_b, in vec3 amp1, in vec3 amp2, in float timer) {
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float fac, fac2;
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fac = dot(vec4(pos, timer), vec4(0.5, 0.5, 0.5, 0.0027));
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FAKE_SIN(fac, fac2)
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fac2 *= 0.04;
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fac2 += 0.04;
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vec3 vf0, d0;
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vf0 = timer * vec3(0.0127, 0.0089, 0.0114);
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FAKE_SIN(vf0, d0);
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d0.xyz += d0.yzx;
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d0.xyz += timer * vec3(0.0063, 0.0224, 0.0015);
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d0.y += pos.z;
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d0.xz += pos.y;
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d0.xz += pos.zx;
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d0.xz -= pos.xz;
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vec3 ret;
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FAKE_SIN(d0, ret)
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ret *= fac2;
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vec3 move = ret * amp1;
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vec3 pos2 = move + pos;
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fac = dot(vec4(pos2, timer), vec4(0.5, 0.5, 0.5, 0.0027));
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FAKE_SIN(fac, fac2)
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fac2 *= 0.04;
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fac2 += 0.04;
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vf0 = timer * vf_a;
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FAKE_SIN(vf0, d0);
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d0.xyz += d0.yzx;
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d0.xyz += timer * vf_b;
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d0.y += pos2.z;
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d0.xz += pos2.y;
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d0.xz += pos2.zx;
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d0.xz -= pos2.xz;
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FAKE_SIN(d0, ret)
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ret *= fac2;
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move += ret * amp2;
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return move;
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}
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vec3 _computeWavingBlockById(in vec3 realPos, in vec3 referencePos, in vec4 wavingBlockParam, in float type) {
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int typeInt = int(type);
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highp float refY, fractY1, fractY2;
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refY = referencePos.y;
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switch(typeInt) {
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case _WAVING_BLOCK_TYPE_CROPS:
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refY += 0.0625625;
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case _WAVING_BLOCK_TYPE_TALL_GRASS:
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case _WAVING_BLOCK_TYPE_PLANT:
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case _WAVING_BLOCK_TYPE_DOUBLE_PLANT_BOTTOM:
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case _WAVING_BLOCK_TYPE_FIRE_FLOOR:
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// check if it is the bottom half of the block,
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// if vertex is at Y = 0.0 then don't offset
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fractY1 = fract(refY + _WAVING_BLOCK_COORD_DERIVE_HACK_05);
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fractY2 = fract(refY - _WAVING_BLOCK_COORD_DERIVE_HACK_05);
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if(fractY2 > fractY1) {
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return vec3(0.0);
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}
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default:
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break;
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}
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vec3 ret = vec3(0.0);
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switch(typeInt) {
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case _WAVING_BLOCK_TYPE_LEAF_BLOCK:
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ret = _computeWavingBlockNoise(
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referencePos,
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vec3(0.0040, 0.0064, 0.0043),
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vec3(0.0035, 0.0037, 0.0041),
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vec3(1.0, 0.2, 1.0),
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vec3(0.5, 0.1, 0.5),
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wavingBlockParam.y);
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break;
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case _WAVING_BLOCK_TYPE_TALL_GRASS:
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case _WAVING_BLOCK_TYPE_CROPS:
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ret = _computeWavingBlockNoise(
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referencePos,
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vec3(1.0, 0.2, 1.0),
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wavingBlockParam.y);
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break;
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case _WAVING_BLOCK_TYPE_PLANT:
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case _WAVING_BLOCK_TYPE_DOUBLE_PLANT_BOTTOM:
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case _WAVING_BLOCK_TYPE_DOUBLE_PLANT_TOP:
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ret = _computeWavingBlockNoise(
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referencePos,
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vec3(0.0041, 0.007, 0.0044),
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vec3(0.0038, 0.024, 0.0),
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vec3(0.8, 0.0, 0.8),
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vec3(0.4, 0.0, 0.4),
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wavingBlockParam.y);
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break;
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case _WAVING_BLOCK_TYPE_SUGARCANE:
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ret = _computeWavingBlockNoise(
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referencePos,
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vec3(0.3, 0.0, 0.3),
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wavingBlockParam.y);
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break;
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case _WAVING_BLOCK_TYPE_VINES:
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ret = _computeWavingBlockNoise(
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referencePos,
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vec3(0.0040, 0.0064, 0.0043),
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vec3(0.0035, 0.0037, 0.0041),
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vec3(0.5, 0.3, 0.5),
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vec3(0.25, 0.2, 0.25),
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wavingBlockParam.y);
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break;
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case _WAVING_BLOCK_TYPE_WATER_STILL:
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break;
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case _WAVING_BLOCK_TYPE_WATER_FLOW:
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break;
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case _WAVING_BLOCK_TYPE_FIRE_FLOOR:
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ret = _computeWavingBlockNoise(
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referencePos,
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vec3(0.0105, 0.0096, 0.0087),
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vec3(0.0063, 0.0097, 0.0156),
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vec3(1.2, 0.4, 1.2),
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vec3(0.8, 0.8, 0.8),
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wavingBlockParam.y);
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break;
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default:
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break;
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}
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return ret;
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}
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#define COMPUTE_WAVING_BLOCKS(pos4f, amount, range, block1f, modelMatrix, viewMatrix, modelViewMatrix, wavingBlockOffset, wavingBlockParam)\
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if(block1f >= _WAVING_BLOCK_MIN && block1f <= _WAVING_BLOCK_MAX) {\
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pos4f = modelMatrix * pos4f;\
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pos4f.xyz /= pos4f.w;\
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pos4f.w = 1.0;\
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if(dot(pos4f.xyz, pos4f.xyz) < range * range) {\
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pos4f.xyz += _computeWavingBlockById(pos4f.xyz, pos4f.xyz + wavingBlockOffset, wavingBlockParam, block1f) * amount * 0.5;\
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}\
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pos4f = viewMatrix * pos4f;\
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}else {\
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pos4f = modelViewMatrix * pos4f;\
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}
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#endif
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#endif
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